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95 行
2.3 KiB
95 行
2.3 KiB
using System.IO;
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using System.Linq;
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using UnityEditor;
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using UnityEditor.SceneManagement;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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[CustomEditor(typeof(GameScene), true)]
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public class GameSceneEditor : Editor
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{
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#region UI_Warnings
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private const string noScenesWarning = "There are no scenes set for this level yet! Add a new scene with the dropdown below";
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#endregion
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#region GUI_Styles
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private GUIStyle headerLabelStyle;
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#endregion
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// it holds a list of properties to hide from basic inspector
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private static readonly string[] ExcludedProperties = { "m_Script", "sceneName" };
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private string[] sceneList;
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private GameScene gameSceneTarget;
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private void OnEnable()
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{
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gameSceneTarget = target as GameScene;
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PopulateScenePicker();
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InitializeGuiStyles();
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}
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public override void OnInspectorGUI()
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{
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EditorGUILayout.LabelField("Scene information", headerLabelStyle);
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EditorGUILayout.Space();
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DrawScenePicker();
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DrawPropertiesExcluding(serializedObject, ExcludedProperties);
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}
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private void DrawScenePicker()
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{
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var sceneName = gameSceneTarget.sceneName;
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EditorGUI.BeginChangeCheck();
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var selectedScene = sceneList.ToList().IndexOf(sceneName);
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if (selectedScene < 0)
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{
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EditorGUILayout.HelpBox(noScenesWarning, MessageType.Warning);
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}
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selectedScene = EditorGUILayout.Popup("Scene", selectedScene, sceneList);
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if (EditorGUI.EndChangeCheck())
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{
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Undo.RecordObject(target, "Changed selected scene");
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gameSceneTarget.sceneName = sceneList[selectedScene];
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MarkAllDirty();
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}
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}
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private void InitializeGuiStyles()
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{
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headerLabelStyle = new GUIStyle(EditorStyles.largeLabel)
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{
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fontStyle = FontStyle.Bold,
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fontSize = 18,
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fixedHeight = 70.0f
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};
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}
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/// <summary>
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/// Populates the scene picker with scenes included in the game's build index
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/// </summary>
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private void PopulateScenePicker()
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{
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var sceneCount = SceneManager.sceneCountInBuildSettings;
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sceneList = new string[sceneCount];
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for (int i = 0; i < sceneCount; i++)
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{
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sceneList[i] = Path.GetFileNameWithoutExtension(SceneUtility.GetScenePathByBuildIndex(i));
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}
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}
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/// <summary>
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/// Marks scenes as dirty so data can be saved
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/// </summary>
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private void MarkAllDirty()
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{
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EditorUtility.SetDirty(target);
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EditorSceneManager.MarkAllScenesDirty();
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}
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}
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