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https://github.com/Alex-Rachel/TEngine.git
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ToolbarExtender
ToolbarExtender
This commit is contained in:
8
UnityProject/Assets/Editor/ToolbarExtender.meta
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8
UnityProject/Assets/Editor/ToolbarExtender.meta
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fileFormatVersion: 2
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guid: 2982073ed28ef744e96be44c7f55f5f7
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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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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using UnityToolbarExtender;
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namespace TEngine.SceneLauncher
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{
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[InitializeOnLoad]
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public class SceneSwitchLeftButton
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{
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private const string PreviousSceneKey = "TEngine_PreviousScenePath"; // 用于存储之前场景路径的键
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private const string IsLauncherBtn = "TEngine_IsLauncher"; // 用于存储之前是否按下launcher
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private static readonly string SceneMain = "main";
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private static readonly string ButtonStyleName = "Tab middle";
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private static GUIStyle _buttonGuiStyle;
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static SceneSwitchLeftButton()
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{
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ToolbarExtender.LeftToolbarGUI.Add(OnToolbarGUI);
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EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
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EditorApplication.quitting += OnEditorQuit;
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}
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private static void OnToolbarGUI()
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{
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_buttonGuiStyle ??= new GUIStyle(ButtonStyleName)
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{
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padding = new RectOffset(2, 8, 2, 2),
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alignment = TextAnchor.MiddleCenter,
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fontStyle = FontStyle.Bold
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};
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GUILayout.FlexibleSpace();
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if (GUILayout.Button(
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new GUIContent("Launcher", EditorGUIUtility.FindTexture("PlayButton"), "Start Scene Launcher"),
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_buttonGuiStyle))
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SceneHelper.StartScene(SceneMain);
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}
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private static void OnPlayModeStateChanged(PlayModeStateChange state)
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{
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if (state == PlayModeStateChange.EnteredEditMode)
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{
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// 从 EditorPrefs 读取之前的场景路径
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var previousScenePath = EditorPrefs.GetString(PreviousSceneKey, string.Empty);
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if (!string.IsNullOrEmpty(previousScenePath) && EditorPrefs.GetBool(IsLauncherBtn))
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{
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EditorApplication.delayCall += () =>
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{
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if (EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo())
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EditorSceneManager.OpenScene(previousScenePath);
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};
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}
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EditorPrefs.SetBool(IsLauncherBtn, false);
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}
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}
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private static void OnEditorQuit()
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{
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EditorPrefs.SetString(PreviousSceneKey, "");
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EditorPrefs.SetBool(IsLauncherBtn, false);
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}
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private static class SceneHelper
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{
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private static string _sceneToOpen;
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public static void StartScene(string sceneName)
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{
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if (EditorApplication.isPlaying) EditorApplication.isPlaying = false;
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// 记录当前场景路径到 EditorPrefs
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var activeScene = SceneManager.GetActiveScene();
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if (activeScene.isLoaded && activeScene.name != SceneMain)
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{
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EditorPrefs.SetString(PreviousSceneKey, activeScene.path);
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EditorPrefs.SetBool(IsLauncherBtn, true);
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}
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_sceneToOpen = sceneName;
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EditorApplication.update += OnUpdate;
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}
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private static void OnUpdate()
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{
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if (_sceneToOpen == null ||
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EditorApplication.isPlaying || EditorApplication.isPaused ||
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EditorApplication.isCompiling || EditorApplication.isPlayingOrWillChangePlaymode)
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return;
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EditorApplication.update -= OnUpdate;
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if (EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo())
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{
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string[] guids = AssetDatabase.FindAssets("t:scene " + _sceneToOpen, null);
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if (guids.Length == 0)
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{
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Debug.LogWarning("Couldn't find scene file");
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}
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else
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{
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string scenePath = null;
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// 优先打开完全匹配_sceneToOpen的场景
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for (var i = 0; i < guids.Length; i++)
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{
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scenePath = AssetDatabase.GUIDToAssetPath(guids[i]);
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if (scenePath.EndsWith("/" + _sceneToOpen + ".unity")) break;
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}
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// 如果没有完全匹配的场景,默认显示找到的第一个场景
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if (string.IsNullOrEmpty(scenePath)) scenePath = AssetDatabase.GUIDToAssetPath(guids[0]);
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EditorSceneManager.OpenScene(scenePath);
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EditorApplication.isPlaying = true;
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}
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}
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_sceneToOpen = null;
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}
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}
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}
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}
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fileFormatVersion: 2
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guid: 2f6d2ca3d3b34950a79294e49dd9d016
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timeCreated: 1742389721
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#if UNITY_EDITOR
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using System.Collections.Generic;
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using System.IO;
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using UnityEngine;
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using UnityEditor;
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using UnityEngine.SceneManagement;
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using UnityEditor.SceneManagement;
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namespace UnityToolbarExtender.Examples
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{
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[InitializeOnLoad]
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public sealed class SceneSwitchLeftButton
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{
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private static List<(string sceneName, string scenePath)> m_Scenes;
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private static string[] m_SceneName;
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private static string[] m_ScenePath;
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private static int sceneSelected = 0;
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static SceneSwitchLeftButton()
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{
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EditorApplication.projectChanged += UpdateCurrent;
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UpdateCurrent();
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ToolbarExtender.RightToolbarGUI.Add(OnToolbarGUI);
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}
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static void UpdateCurrent()
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{
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m_Scenes = SceneSwitcher.GetAllScenesInProject();
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m_SceneName = new string[m_Scenes.Count];
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m_ScenePath = new string[m_Scenes.Count];
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for (int i = 0; i < m_Scenes.Count; i++)
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{
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var (name, path) = m_Scenes[i];
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m_SceneName[i] = name;
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m_ScenePath[i] = path;
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if (SceneManager.GetActiveScene().path == path)
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sceneSelected = i;
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}
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}
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static void OnToolbarGUI()
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{
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if (sceneSelected >= m_SceneName.Length) //空项目0场景判断
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return;
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var size = EditorStyles.popup.CalcSize(new GUIContent(m_SceneName[sceneSelected]));
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// 创建水平布局
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//EditorGUILayout.BeginHorizontal();
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// 将控件推到左边和右边
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//GUILayout.FlexibleSpace(); // 先占用左边的所有空间
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EditorGUILayout.LabelField("当前场景:", GUILayout.Width(55));
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int sceneSelectedNew = EditorGUILayout.Popup(sceneSelected, m_SceneName, GUILayout.Width(size.x + 5f),
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GUILayout.MinWidth(55));
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GUILayout.FlexibleSpace();
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// 结束水平布局
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//EditorGUILayout.EndHorizontal();
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if (sceneSelectedNew != sceneSelected)
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{
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sceneSelected = sceneSelectedNew;
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SceneSwitcher.PromptSaveCurrentScene();
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EditorSceneManager.OpenScene(m_ScenePath[sceneSelectedNew]);
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}
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}
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}
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static class SceneSwitcher
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{
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public static bool PromptSaveCurrentScene()
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{
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// 检查当前场景是否已保存
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if (SceneManager.GetActiveScene().isDirty)
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{
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// 提示用户是否要保存当前场景
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bool saveScene = EditorUtility.DisplayDialog(
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"Save Current Scene",
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"The current scene has unsaved changes. Do you want to save it?",
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"Save",
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"Cancel"
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);
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// 如果用户选择“保存”,则保存当前场景
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if (saveScene)
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{
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EditorSceneManager.SaveScene(SceneManager.GetActiveScene());
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}
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return saveScene;
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}
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// 如果场景已保存或者用户选择了“取消”,则返回 true,表示继续执行后续操作
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return true;
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}
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/// <summary>
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/// 获取项目中所有的场景文件,并以 (场景名, 场景路径) 的形式返回。
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/// </summary>
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public static List<(string sceneName, string scenePath)> GetAllScenesInProject()
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{
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List<(string sceneName, string scenePath)> scenes = new List<(string sceneName, string scenePath)>();
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// 查找所有场景文件
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string[] guids = AssetDatabase.FindAssets("t:Scene");
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for (int i = 0; i < guids.Length; i++)
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{
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var guid = guids[i];
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string path = AssetDatabase.GUIDToAssetPath(guid);
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string sceneName = $"{i + 1}_{Path.GetFileNameWithoutExtension(path)}";
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scenes.Add((sceneName, path));
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}
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return scenes;
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}
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}
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}
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#endif
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fileFormatVersion: 2
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guid: d4139bd1a1fd4d258b671e8e45fdd9f7
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timeCreated: 1705986748
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@@ -1,84 +0,0 @@
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using UnityEditor;
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using UnityEditor.SceneManagement;
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using UnityEngine;
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using UnityToolbarExtender;
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namespace TEngine
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{
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[InitializeOnLoad]
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public class SceneSwitchLeftButton
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{
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private static readonly string SceneMain = "main";
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static SceneSwitchLeftButton()
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{
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ToolbarExtender.LeftToolbarGUI.Add(OnToolbarGUI);
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}
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static readonly string ButtonStyleName = "Tab middle";
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static GUIStyle _buttonGuiStyle;
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static void OnToolbarGUI()
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{
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_buttonGuiStyle ??= new GUIStyle(ButtonStyleName)
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{
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padding = new RectOffset(2, 8, 2, 2),
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alignment = TextAnchor.MiddleCenter,
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fontStyle = FontStyle.Bold
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};
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GUILayout.FlexibleSpace();
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if (GUILayout.Button(
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new GUIContent("Launcher", EditorGUIUtility.FindTexture("PlayButton"), $"Start Scene Launcher"),
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_buttonGuiStyle))
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{
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SceneHelper.StartScene(SceneMain);
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}
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}
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}
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static class SceneHelper
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{
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static string _sceneToOpen;
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public static void StartScene(string sceneName)
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{
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if (EditorApplication.isPlaying)
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{
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EditorApplication.isPlaying = false;
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}
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_sceneToOpen = sceneName;
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EditorApplication.update += OnUpdate;
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}
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static void OnUpdate()
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{
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if (_sceneToOpen == null ||
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EditorApplication.isPlaying || EditorApplication.isPaused ||
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EditorApplication.isCompiling || EditorApplication.isPlayingOrWillChangePlaymode)
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{
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return;
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}
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EditorApplication.update -= OnUpdate;
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if (EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo())
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{
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string[] guids = AssetDatabase.FindAssets("t:scene " + _sceneToOpen, null);
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if (guids.Length == 0)
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{
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Debug.LogWarning("Couldn't find scene file");
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}
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else
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{
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string scenePath = AssetDatabase.GUIDToAssetPath(guids[0]);
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EditorSceneManager.OpenScene(scenePath);
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EditorApplication.isPlaying = true;
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}
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}
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_sceneToOpen = null;
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}
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}
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}
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