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 Sirenix.OdinInspector;
using Sirenix.OdinInspector.Editor;
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
@ -8,74 +11,85 @@ using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEditor.ShortcutManagement;
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")]
[Shortcut("场景设置", KeyCode.F6)]
public static void ShowExample()
private static void OpenWindow()
{
if (instance == null)
{
instance = GetWindow<SceneEditor>();
instance.titleContent = new GUIContent("场景设置");
}
else
{
instance.Close();
instance = null;
}
var window = GetWindow<SceneEditor>();
window.titleContent = new GUIContent("场景设置");
window.Show();
}
VisualElement root;
protected override void OnEnable()
{
bootScenePath = JumpSceneEditor.SceneExists("Boot");
SetDropdown();
}
string bootScenePath;
Button bootBtn;
DropdownField cutSceneDropDown;
Dictionary<string, string> sceneDic = new Dictionary<string, string>();
public void CreateGUI()
{
root = rootVisualElement;
private static string bootScenePath;
private string bootBtnName = "运行游戏";
m_VisualTreeAsset.CloneTree(root);
root.styleSheets.Add(styleSheet);
bootScenePath = JumpSceneEditor.SceneExists("Boot");
bootBtn = root.Q<VisualElement>("Root").Q<Button>("BootBtn");
bootBtn.clicked += () =>
[Button("$bootBtnName", ButtonSizes.Large), PropertyOrder(3)]
public void BootBtnAction()
{
JumpSceneEditor.JumpBootScene();
};
}
Button selectSceneBtn = root.Q<VisualElement>("Root").Q<Button>("SelectSceneBtn");
selectSceneBtn.clicked += () =>
[ValueDropdown("dropDownSceneList"), PropertyOrder(1), LabelText("选择场景")]
public string selectSceneName;
[Button("跳转场景", ButtonSizes.Large), PropertyOrder(2)]
public void JumpSceneAction()
{
SceneAsset asset = AssetDatabase.LoadAssetAtPath<SceneAsset>(sceneDic[cutSceneDropDown.value]);
if (string.IsNullOrEmpty(selectSceneName))
{
return;
}
string scenePath = sceneDic[selectSceneName];
SceneAsset asset = AssetDatabase.LoadAssetAtPath<SceneAsset>(scenePath);
EditorUtility.FocusProjectWindow();
EditorGUIUtility.PingObject(asset);
Selection.activeObject = asset;
};
SetDropdown();
if (EditorSceneManager.GetActiveScene().path != scenePath)
{
EditorSceneManager.OpenScene(scenePath, OpenSceneMode.Single);
}
}
private List<string> dropDownSceneList = new List<string>();
private void Update()
{
if (!Application.isPlaying)
{
// 打开或激活场景
if (EditorSceneManager.GetActiveScene().path != bootScenePath)
{
bootBtnName = "返回Boot场景";
}
else
{
bootBtnName = "运行游戏";
}
}
else
{
bootBtnName = "退出游戏";
}
}
private void SetDropdown()
{
cutSceneDropDown = root.Q<VisualElement>("Root").Q<DropdownField>("CutSceneDropDown");
int showIndex = 0;
var scenes = EditorBuildSettings.scenes;
//初始化数组
string[] sceneNames = new string[scenes.Length];
@ -87,44 +101,13 @@ public class SceneEditor : EditorWindow
string sceneName = Path.GetFileNameWithoutExtension(path);
sceneDic.Add(sceneName, path);
dropDownSceneList.Add(sceneName);
sceneNames[i] = 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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@ -1,5 +0,0 @@
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color: rgb(68, 138, 255);
}

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<ui:VisualElement name="Root" style="flex-grow: 1;">
<ui:Button text="返回Boot场景" parse-escape-sequences="true" display-tooltip-when-elided="true" name="BootBtn" style="height: 55px; -unity-font-definition: initial; -unity-font: resource(&apos;Font/AlimamaDongFangDaKai&apos;); font-size: 24px; padding-top: 10px; padding-right: 10px; padding-bottom: 10px; padding-left: 10px; margin-top: 10px; margin-right: 10px; margin-bottom: 10px; margin-left: 10px;" />
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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;" />
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