Merge pull request #135 from XiaoBojun/main

修改工具栏切换场景布局
This commit is contained in:
ALEX
2025-03-26 20:58:56 +08:00
committed by GitHub
2 changed files with 119 additions and 8 deletions

View File

@@ -67,10 +67,8 @@ namespace TEngine
EditorGUI.BeginDisabledGroup(EditorApplication.isPlayingOrWillChangePlaymode);
{
// GUILayout.Label("资源加载模式:",ToolbarStyles.ToolBarTextStyle);
GUILayout.Space(10);
GUILayout.FlexibleSpace();
//GUILayout.Space(10);
//GUILayout.FlexibleSpace();
// 资源模式
int selectedIndex = EditorGUILayout.Popup("", _resourceModeIndex, _resourceModeNames, ToolbarStyles.ToolBarButtonGuiStyle);
@@ -81,10 +79,8 @@ namespace TEngine
_resourceModeIndex = selectedIndex;
EditorPrefs.SetInt("EditorPlayMode", selectedIndex);
}
GUILayout.FlexibleSpace();
GUILayout.Space(400);
//GUILayout.FlexibleSpace();
//GUILayout.Space(400);
}
EditorGUI.EndDisabledGroup();
}

View File

@@ -0,0 +1,115 @@
#if UNITY_EDITOR
using System.Collections.Generic;
using System.IO;
using UnityEngine;
using UnityEditor;
using UnityEngine.SceneManagement;
using UnityEditor.SceneManagement;
namespace UnityToolbarExtender.Examples
{
[InitializeOnLoad]
public sealed class SceneSwitchLeftButton
{
private static List<(string sceneName, string scenePath)> m_Scenes;
private static string[] m_SceneName;
private static string[] m_ScenePath;
private static int sceneSelected = 0;
static SceneSwitchLeftButton()
{
EditorApplication.projectChanged += UpdateCurrent;
UpdateCurrent();
ToolbarExtender.RightToolbarGUI.Add(OnToolbarGUI);
}
static void UpdateCurrent()
{
m_Scenes = SceneSwitcher.GetAllScenesInProject();
m_SceneName = new string[m_Scenes.Count];
m_ScenePath = new string[m_Scenes.Count];
for (int i = 0; i < m_Scenes.Count; i++)
{
var (name, path) = m_Scenes[i];
m_SceneName[i] = name;
m_ScenePath[i] = path;
if (SceneManager.GetActiveScene().path == path)
sceneSelected = i;
}
}
static void OnToolbarGUI()
{
if (sceneSelected >= m_SceneName.Length) //空项目0场景判断
return;
var size = EditorStyles.popup.CalcSize(new GUIContent(m_SceneName[sceneSelected]));
// 创建水平布局
//EditorGUILayout.BeginHorizontal();
GUILayout.Space(20);
// 将控件推到左边和右边
//GUILayout.FlexibleSpace(); // 先占用左边的所有空间
EditorGUILayout.LabelField("当前场景:", GUILayout.Width(55));
int sceneSelectedNew = EditorGUILayout.Popup(sceneSelected, m_SceneName, GUILayout.Width(size.x + 5f),
GUILayout.MinWidth(55));
GUILayout.FlexibleSpace();
// 结束水平布局
//EditorGUILayout.EndHorizontal();
if (sceneSelectedNew != sceneSelected)
{
sceneSelected = sceneSelectedNew;
SceneSwitcher.PromptSaveCurrentScene();
EditorSceneManager.OpenScene(m_ScenePath[sceneSelectedNew]);
}
}
}
static class SceneSwitcher
{
public static bool PromptSaveCurrentScene()
{
// 检查当前场景是否已保存
if (SceneManager.GetActiveScene().isDirty)
{
// 提示用户是否要保存当前场景
bool saveScene = EditorUtility.DisplayDialog(
"Save Current Scene",
"The current scene has unsaved changes. Do you want to save it?",
"Save",
"Cancel"
);
// 如果用户选择“保存”,则保存当前场景
if (saveScene)
{
EditorSceneManager.SaveScene(SceneManager.GetActiveScene());
}
return saveScene;
}
// 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
return true;
}
/// <summary>
/// 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。
/// </summary>
public static List<(string sceneName, string scenePath)> GetAllScenesInProject()
{
List<(string sceneName, string scenePath)> scenes = new List<(string sceneName, string scenePath)>();
// 查找所有场景文件
string[] guids = AssetDatabase.FindAssets("t:Scene");
for (int i = 0; i < guids.Length; i++)
{
var guid = guids[i];
string path = AssetDatabase.GUIDToAssetPath(guid);
string sceneName = $"{i + 1}_{Path.GetFileNameWithoutExtension(path)}";
scenes.Add((sceneName, path));
}
return scenes;
}
}
}
#endif