跳转场景工具修改
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@ -1,6 +1,9 @@
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using Ether;
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using Sirenix.OdinInspector;
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using Sirenix.OdinInspector.Editor;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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@ -8,74 +11,85 @@ using UnityEditor;
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using UnityEditor.SceneManagement;
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using UnityEditor.ShortcutManagement;
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using UnityEngine;
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using UnityEngine.UIElements;
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public class SceneEditor : EditorWindow
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public class SceneEditor : OdinEditorWindow
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{
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[SerializeField]
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private VisualTreeAsset m_VisualTreeAsset = default;
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[SerializeField]
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private StyleSheet styleSheet = default;
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static SceneEditor instance;
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[MenuItem("工具/场景/场景设置")]
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[Shortcut("场景设置", KeyCode.F6)]
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public static void ShowExample()
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private static void OpenWindow()
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{
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if (instance == null)
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{
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instance = GetWindow<SceneEditor>();
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instance.titleContent = new GUIContent("场景设置");
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}
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else
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{
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instance.Close();
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instance = null;
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}
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var window = GetWindow<SceneEditor>();
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window.titleContent = new GUIContent("场景设置");
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window.Show();
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}
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VisualElement root;
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protected override void OnEnable()
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{
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bootScenePath = JumpSceneEditor.SceneExists("Boot");
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SetDropdown();
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}
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string bootScenePath;
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Button bootBtn;
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DropdownField cutSceneDropDown;
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Dictionary<string, string> sceneDic = new Dictionary<string, string>();
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public void CreateGUI()
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{
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root = rootVisualElement;
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private static string bootScenePath;
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private string bootBtnName = "运行游戏";
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m_VisualTreeAsset.CloneTree(root);
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root.styleSheets.Add(styleSheet);
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bootScenePath = JumpSceneEditor.SceneExists("Boot");
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bootBtn = root.Q<VisualElement>("Root").Q<Button>("BootBtn");
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bootBtn.clicked += () =>
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[Button("$bootBtnName", ButtonSizes.Large), PropertyOrder(3)]
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public void BootBtnAction()
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{
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JumpSceneEditor.JumpBootScene();
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};
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}
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Button selectSceneBtn = root.Q<VisualElement>("Root").Q<Button>("SelectSceneBtn");
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selectSceneBtn.clicked += () =>
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[ValueDropdown("dropDownSceneList"), PropertyOrder(1), LabelText("选择场景")]
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public string selectSceneName;
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[Button("跳转场景", ButtonSizes.Large), PropertyOrder(2)]
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public void JumpSceneAction()
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{
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SceneAsset asset = AssetDatabase.LoadAssetAtPath<SceneAsset>(sceneDic[cutSceneDropDown.value]);
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if (string.IsNullOrEmpty(selectSceneName))
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{
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return;
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}
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string scenePath = sceneDic[selectSceneName];
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SceneAsset asset = AssetDatabase.LoadAssetAtPath<SceneAsset>(scenePath);
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EditorUtility.FocusProjectWindow();
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EditorGUIUtility.PingObject(asset);
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Selection.activeObject = asset;
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};
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SetDropdown();
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if (EditorSceneManager.GetActiveScene().path != scenePath)
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{
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EditorSceneManager.OpenScene(scenePath, OpenSceneMode.Single);
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}
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}
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private List<string> dropDownSceneList = new List<string>();
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private void Update()
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{
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if (!Application.isPlaying)
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{
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// 打开或激活场景
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if (EditorSceneManager.GetActiveScene().path != bootScenePath)
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{
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bootBtnName = "返回Boot场景";
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}
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else
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{
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bootBtnName = "运行游戏";
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}
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}
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else
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{
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bootBtnName = "退出游戏";
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}
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}
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private void SetDropdown()
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{
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cutSceneDropDown = root.Q<VisualElement>("Root").Q<DropdownField>("CutSceneDropDown");
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int showIndex = 0;
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var scenes = EditorBuildSettings.scenes;
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//初始化数组
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string[] sceneNames = new string[scenes.Length];
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@ -87,44 +101,13 @@ public class SceneEditor : EditorWindow
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string sceneName = Path.GetFileNameWithoutExtension(path);
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sceneDic.Add(sceneName, path);
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dropDownSceneList.Add(sceneName);
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sceneNames[i] = sceneName;
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if (Path.GetFileNameWithoutExtension(EditorSceneManager.GetActiveScene().path) == sceneName)
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{
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showIndex = i;
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selectSceneName = sceneName;
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}
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}
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cutSceneDropDown.choices = sceneNames.ToList();
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cutSceneDropDown.index = showIndex;
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cutSceneDropDown.RegisterValueChangedCallback(evt =>
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{
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string sceneName = evt.newValue;
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EditorSceneManager.OpenScene(sceneDic[sceneName], OpenSceneMode.Single);
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});
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}
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private void OnGUI()
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{
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if (string.IsNullOrEmpty(bootScenePath) || bootBtn == null)
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{
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return;
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}
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if (!Application.isPlaying)
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{
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// 打开或激活场景
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if (EditorSceneManager.GetActiveScene().path != bootScenePath)
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{
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bootBtn.text = "返回Boot场景";
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}
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else
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{
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bootBtn.text = "运行游戏";
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}
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}
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else
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{
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bootBtn.text = "退出游戏";
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}
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}
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}
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@ -1,5 +0,0 @@
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.custom-label {
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font-size: 20px;
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-unity-font-style: bold;
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color: rgb(68, 138, 255);
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}
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@ -1,11 +0,0 @@
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@ -1,8 +0,0 @@
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<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" xsi="http://www.w3.org/2001/XMLSchema-instance" engine="UnityEngine.UIElements" editor="UnityEditor.UIElements" noNamespaceSchemaLocation="../../../../../UIElementsSchema/UIElements.xsd" editor-extension-mode="True">
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<ui:VisualElement name="Root" style="flex-grow: 1;">
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<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('Font/AlimamaDongFangDaKai'); 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:Button text="选择当前场景资源" parse-escape-sequences="true" display-tooltip-when-elided="true" name="SelectSceneBtn" style="height: 36px; -unity-font-definition: initial; -unity-font: resource('Font/AlimamaDongFangDaKai'); font-size: 20px; 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('Font/AlimamaDongFangDaKai'); -unity-font-definition: initial; font-size: 24px; margin-right: 12px; margin-left: 13px;" />
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m_ObjectsLockedBeforeSerialization: []
|
||||
m_InstanceIDsLockedBeforeSerialization:
|
||||
m_PreviewResizer:
|
||||
m_CachedPref: 380
|
||||
m_CachedPref: 298
|
||||
m_ControlHash: -371814159
|
||||
m_PrefName: Preview_InspectorPreview
|
||||
m_LastInspectedObjectInstanceID: -1
|
||||
|
Loading…
Reference in New Issue
Block a user