mirror of
https://github.com/Alex-Rachel/TEngine.git
synced 2025-08-14 16:51:28 +00:00
@@ -67,10 +67,8 @@ namespace TEngine
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EditorGUI.BeginDisabledGroup(EditorApplication.isPlayingOrWillChangePlaymode);
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EditorGUI.BeginDisabledGroup(EditorApplication.isPlayingOrWillChangePlaymode);
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{
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{
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// GUILayout.Label("资源加载模式:",ToolbarStyles.ToolBarTextStyle);
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// GUILayout.Label("资源加载模式:",ToolbarStyles.ToolBarTextStyle);
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//GUILayout.Space(10);
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GUILayout.Space(10);
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//GUILayout.FlexibleSpace();
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GUILayout.FlexibleSpace();
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// 资源模式
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// 资源模式
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int selectedIndex = EditorGUILayout.Popup("", _resourceModeIndex, _resourceModeNames, ToolbarStyles.ToolBarButtonGuiStyle);
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int selectedIndex = EditorGUILayout.Popup("", _resourceModeIndex, _resourceModeNames, ToolbarStyles.ToolBarButtonGuiStyle);
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@@ -81,10 +79,8 @@ namespace TEngine
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_resourceModeIndex = selectedIndex;
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_resourceModeIndex = selectedIndex;
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EditorPrefs.SetInt("EditorPlayMode", selectedIndex);
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EditorPrefs.SetInt("EditorPlayMode", selectedIndex);
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}
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}
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//GUILayout.FlexibleSpace();
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GUILayout.FlexibleSpace();
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//GUILayout.Space(400);
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GUILayout.Space(400);
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}
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}
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EditorGUI.EndDisabledGroup();
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EditorGUI.EndDisabledGroup();
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}
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}
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@@ -0,0 +1,115 @@
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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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GUILayout.Space(20);
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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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