跳转场景工具修改

This commit is contained in:
梦语 2024-10-24 16:49:10 +08:00
parent 19fa859f3b
commit d1270a5565
8 changed files with 258 additions and 258 deletions

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@ -1,6 +1,9 @@
 
using Ether; using Ether;
using Sirenix.OdinInspector;
using Sirenix.OdinInspector.Editor;
using System; using System;
using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using System.IO; using System.IO;
using System.Linq; using System.Linq;
@ -8,74 +11,85 @@ using UnityEditor;
using UnityEditor.SceneManagement; using UnityEditor.SceneManagement;
using UnityEditor.ShortcutManagement; using UnityEditor.ShortcutManagement;
using UnityEngine; using UnityEngine;
using UnityEngine.UIElements;
public class SceneEditor : EditorWindow public class SceneEditor : OdinEditorWindow
{ {
[SerializeField]
private VisualTreeAsset m_VisualTreeAsset = default;
[SerializeField]
private StyleSheet styleSheet = default;
static SceneEditor instance;
[MenuItem("工具/场景/场景设置")] [MenuItem("工具/场景/场景设置")]
[Shortcut("场景设置", KeyCode.F6)] [Shortcut("场景设置", KeyCode.F6)]
public static void ShowExample() private static void OpenWindow()
{ {
if (instance == null) var window = GetWindow<SceneEditor>();
window.titleContent = new GUIContent("场景设置");
window.Show();
}
protected override void OnEnable()
{
bootScenePath = JumpSceneEditor.SceneExists("Boot");
SetDropdown();
}
Dictionary<string, string> sceneDic = new Dictionary<string, string>();
private static string bootScenePath;
private string bootBtnName = "运行游戏";
[Button("$bootBtnName", ButtonSizes.Large), PropertyOrder(3)]
public void BootBtnAction()
{
JumpSceneEditor.JumpBootScene();
}
[ValueDropdown("dropDownSceneList"), PropertyOrder(1), LabelText("选择场景")]
public string selectSceneName;
[Button("跳转场景", ButtonSizes.Large), PropertyOrder(2)]
public void JumpSceneAction()
{
if (string.IsNullOrEmpty(selectSceneName))
{ {
instance = GetWindow<SceneEditor>(); return;
instance.titleContent = new GUIContent("场景设置");
} }
else
string scenePath = sceneDic[selectSceneName];
SceneAsset asset = AssetDatabase.LoadAssetAtPath<SceneAsset>(scenePath);
EditorUtility.FocusProjectWindow();
EditorGUIUtility.PingObject(asset);
Selection.activeObject = asset;
if (EditorSceneManager.GetActiveScene().path != scenePath)
{ {
instance.Close(); EditorSceneManager.OpenScene(scenePath, OpenSceneMode.Single);
instance = null;
} }
} }
VisualElement root; private List<string> dropDownSceneList = new List<string>();
string bootScenePath; private void Update()
Button bootBtn;
DropdownField cutSceneDropDown;
Dictionary<string, string> sceneDic = new Dictionary<string, string>();
public void CreateGUI()
{ {
root = rootVisualElement; if (!Application.isPlaying)
m_VisualTreeAsset.CloneTree(root);
root.styleSheets.Add(styleSheet);
bootScenePath = JumpSceneEditor.SceneExists("Boot");
bootBtn = root.Q<VisualElement>("Root").Q<Button>("BootBtn");
bootBtn.clicked += () =>
{ {
JumpSceneEditor.JumpBootScene(); // 打开或激活场景
}; if (EditorSceneManager.GetActiveScene().path != bootScenePath)
{
Button selectSceneBtn = root.Q<VisualElement>("Root").Q<Button>("SelectSceneBtn"); bootBtnName = "返回Boot场景";
selectSceneBtn.clicked += () => }
else
{
bootBtnName = "运行游戏";
}
}
else
{ {
SceneAsset asset = AssetDatabase.LoadAssetAtPath<SceneAsset>(sceneDic[cutSceneDropDown.value]); bootBtnName = "退出游戏";
}
EditorUtility.FocusProjectWindow();
EditorGUIUtility.PingObject(asset);
Selection.activeObject = asset;
};
SetDropdown();
} }
private void SetDropdown() private void SetDropdown()
{ {
cutSceneDropDown = root.Q<VisualElement>("Root").Q<DropdownField>("CutSceneDropDown");
int showIndex = 0;
var scenes = EditorBuildSettings.scenes; var scenes = EditorBuildSettings.scenes;
//初始化数组 //初始化数组
string[] sceneNames = new string[scenes.Length]; string[] sceneNames = new string[scenes.Length];
@ -87,44 +101,13 @@ public class SceneEditor : EditorWindow
string sceneName = Path.GetFileNameWithoutExtension(path); string sceneName = Path.GetFileNameWithoutExtension(path);
sceneDic.Add(sceneName, path); sceneDic.Add(sceneName, path);
dropDownSceneList.Add(sceneName);
sceneNames[i] = sceneName; sceneNames[i] = sceneName;
if (Path.GetFileNameWithoutExtension(EditorSceneManager.GetActiveScene().path) == sceneName) if (Path.GetFileNameWithoutExtension(EditorSceneManager.GetActiveScene().path) == sceneName)
{ {
showIndex = i; selectSceneName = sceneName;
} }
} }
cutSceneDropDown.choices = sceneNames.ToList();
cutSceneDropDown.index = showIndex;
cutSceneDropDown.RegisterValueChangedCallback(evt =>
{
string sceneName = evt.newValue;
EditorSceneManager.OpenScene(sceneDic[sceneName], OpenSceneMode.Single);
});
}
private void OnGUI()
{
if (string.IsNullOrEmpty(bootScenePath) || bootBtn == null)
{
return;
}
if (!Application.isPlaying)
{
// 打开或激活场景
if (EditorSceneManager.GetActiveScene().path != bootScenePath)
{
bootBtn.text = "返回Boot场景";
}
else
{
bootBtn.text = "运行游戏";
}
}
else
{
bootBtn.text = "退出游戏";
}
} }
} }

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<ui:DropdownField label="切换场景" index="-1" choices="System.Collections.Generic.List`1[System.String]" name="CutSceneDropDown" style="height: 68px; align-self: auto; align-items: center; justify-content: flex-start; -unity-font: resource(&apos;Font/AlimamaDongFangDaKai&apos;); -unity-font-definition: initial; font-size: 24px; margin-right: 12px; margin-left: 13px;" />
</ui:VisualElement>
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