diff --git a/UnityProject/Assets/Editor/ToolbarExtender/Custom/SceneSwitcher/Editor.meta b/UnityProject/Assets/Editor/ToolbarExtender/Custom/SceneSwitcher/Editor.meta deleted file mode 100644 index 0119ff6e..00000000 --- a/UnityProject/Assets/Editor/ToolbarExtender/Custom/SceneSwitcher/Editor.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: fb0502859d7561142a3408d0ce2a19d8 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/UnityProject/Assets/Editor/ToolbarExtender/Custom/SceneSwitcher/Editor/EditorPlayMode.cs b/UnityProject/Assets/Editor/ToolbarExtender/Custom/SceneSwitcher/Editor/EditorPlayMode.cs deleted file mode 100644 index 3395e5a0..00000000 --- a/UnityProject/Assets/Editor/ToolbarExtender/Custom/SceneSwitcher/Editor/EditorPlayMode.cs +++ /dev/null @@ -1,88 +0,0 @@ -using UnityEditor; -using UnityEngine; -using UnityToolbarExtender; - -namespace TEngine -{ - [InitializeOnLoad] - public class EditorPlayMode - { - static class ToolbarStyles - { - public static readonly GUIStyle ToolBarExtenderBtnStyle; - - public static readonly GUIStyle ToolBarTextStyle; - - public static readonly GUIStyle ToolBarButtonGuiStyle; - - static ToolbarStyles() - { - ToolBarExtenderBtnStyle = new GUIStyle("Command") - { - fontSize = 12, - alignment = TextAnchor.MiddleCenter, - imagePosition = ImagePosition.ImageAbove, - fontStyle = FontStyle.Normal, - fixedWidth = 60 - }; - - ToolBarTextStyle = new GUIStyle(BUTTON_STYLE_NAME) - { - padding = new RectOffset(2, 8, 2, 2), - alignment = TextAnchor.MiddleCenter, - fontStyle = FontStyle.Bold - }; - - ToolBarButtonGuiStyle = new GUIStyle(BUTTON_STYLE_NAME) - { - padding = new RectOffset(2, 8, 2, 2), - alignment = TextAnchor.MiddleCenter, - fontStyle = FontStyle.Bold - }; - } - } - - static EditorPlayMode() - { - ToolbarExtender.RightToolbarGUI.Add(OnToolbarGUI); - _resourceModeIndex = EditorPrefs.GetInt("EditorPlayMode", 0); - } - - private const string BUTTON_STYLE_NAME = "Tab middle"; - static GUIStyle _buttonGuiStyle; - - private static readonly string[] _resourceModeNames = - { - "EditorMode (编辑器下的模拟模式)", - "OfflinePlayMode (单机模式)", - "HostPlayMode (联机运行模式)", - "WebPlayMode (WebGL运行模式)" - }; - - private static int _resourceModeIndex = 0; - public static int ResourceModeIndex => _resourceModeIndex; - - static void OnToolbarGUI() - { - EditorGUI.BeginDisabledGroup(EditorApplication.isPlayingOrWillChangePlaymode); - { - // GUILayout.Label("资源加载模式:",ToolbarStyles.ToolBarTextStyle); - //GUILayout.Space(10); - //GUILayout.FlexibleSpace(); - - // 资源模式 - int selectedIndex = EditorGUILayout.Popup("", _resourceModeIndex, _resourceModeNames, ToolbarStyles.ToolBarButtonGuiStyle); - // ReSharper disable once RedundantCheckBeforeAssignment - if (selectedIndex != _resourceModeIndex) - { - Debug.Log($"更改编辑器资源运行模式 : {_resourceModeNames[selectedIndex]}"); - _resourceModeIndex = selectedIndex; - EditorPrefs.SetInt("EditorPlayMode", selectedIndex); - } - //GUILayout.FlexibleSpace(); - //GUILayout.Space(400); - } - EditorGUI.EndDisabledGroup(); - } - } -} \ No newline at end of file diff --git a/UnityProject/Assets/Editor/ToolbarExtender/Custom/SceneSwitcher/Editor/SceneSwitcher.cs b/UnityProject/Assets/Editor/ToolbarExtender/Custom/SceneSwitcher/Editor/SceneSwitcher.cs deleted file mode 100644 index 0e6ff2cd..00000000 --- a/UnityProject/Assets/Editor/ToolbarExtender/Custom/SceneSwitcher/Editor/SceneSwitcher.cs +++ /dev/null @@ -1,115 +0,0 @@ -#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; - } - - /// - /// 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。 - /// - 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 \ No newline at end of file diff --git a/UnityProject/Assets/Editor/ToolbarExtender/Custom.meta b/UnityProject/Assets/Editor/ToolbarExtender/UnityToolbarExtenderLeft.meta similarity index 77% rename from UnityProject/Assets/Editor/ToolbarExtender/Custom.meta rename to UnityProject/Assets/Editor/ToolbarExtender/UnityToolbarExtenderLeft.meta index a036a008..708e16ac 100644 --- a/UnityProject/Assets/Editor/ToolbarExtender/Custom.meta +++ b/UnityProject/Assets/Editor/ToolbarExtender/UnityToolbarExtenderLeft.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 075130c21aee41b49b3977adc2bfa288 +guid: 443dd03b960c78d449f988aa5f00322a folderAsset: yes DefaultImporter: externalObjects: {} diff --git a/UnityProject/Assets/Editor/ToolbarExtender/Custom/SceneSwitcher/Editor/SceneLauncher.cs b/UnityProject/Assets/Editor/ToolbarExtender/UnityToolbarExtenderLeft/SceneLauncher.cs similarity index 91% rename from UnityProject/Assets/Editor/ToolbarExtender/Custom/SceneSwitcher/Editor/SceneLauncher.cs rename to UnityProject/Assets/Editor/ToolbarExtender/UnityToolbarExtenderLeft/SceneLauncher.cs index 9510ba77..ed7d923f 100644 --- a/UnityProject/Assets/Editor/ToolbarExtender/Custom/SceneSwitcher/Editor/SceneLauncher.cs +++ b/UnityProject/Assets/Editor/ToolbarExtender/UnityToolbarExtenderLeft/SceneLauncher.cs @@ -4,10 +4,9 @@ using UnityEngine; using UnityEngine.SceneManagement; using UnityToolbarExtender; -namespace TEngine.SceneLauncher +namespace TEngine { - [InitializeOnLoad] - public class SceneSwitchLeftButton + public partial class UnityToolbarExtenderLeft { private const string PreviousSceneKey = "TEngine_PreviousScenePath"; // 用于存储之前场景路径的键 private const string IsLauncherBtn = "TEngine_IsLauncher"; // 用于存储之前是否按下launcher @@ -16,15 +15,8 @@ namespace TEngine.SceneLauncher private static readonly string ButtonStyleName = "Tab middle"; private static GUIStyle _buttonGuiStyle; - - static SceneSwitchLeftButton() - { - ToolbarExtender.LeftToolbarGUI.Add(OnToolbarGUI); - EditorApplication.playModeStateChanged += OnPlayModeStateChanged; - EditorApplication.quitting += OnEditorQuit; - } - - private static void OnToolbarGUI() + + private static void OnToolbarGUI_SceneLauncher() { _buttonGuiStyle ??= new GUIStyle(ButtonStyleName) { diff --git a/UnityProject/Assets/Editor/ToolbarExtender/Custom/SceneSwitcher/Editor/SceneLauncher.cs.meta b/UnityProject/Assets/Editor/ToolbarExtender/UnityToolbarExtenderLeft/SceneLauncher.cs.meta similarity index 100% rename from UnityProject/Assets/Editor/ToolbarExtender/Custom/SceneSwitcher/Editor/SceneLauncher.cs.meta rename to UnityProject/Assets/Editor/ToolbarExtender/UnityToolbarExtenderLeft/SceneLauncher.cs.meta diff --git a/UnityProject/Assets/Editor/ToolbarExtender/UnityToolbarExtenderLeft/UnityToolbarExtenderLeft.cs b/UnityProject/Assets/Editor/ToolbarExtender/UnityToolbarExtenderLeft/UnityToolbarExtenderLeft.cs new file mode 100644 index 00000000..d18f7244 --- /dev/null +++ b/UnityProject/Assets/Editor/ToolbarExtender/UnityToolbarExtenderLeft/UnityToolbarExtenderLeft.cs @@ -0,0 +1,16 @@ +using UnityEditor; +using UnityToolbarExtender; + +namespace TEngine +{ + [InitializeOnLoad] + public partial class UnityToolbarExtenderLeft + { + static UnityToolbarExtenderLeft() + { + ToolbarExtender.LeftToolbarGUI.Add(OnToolbarGUI_SceneLauncher); + EditorApplication.playModeStateChanged += OnPlayModeStateChanged; + EditorApplication.quitting += OnEditorQuit; + } + } +} \ No newline at end of file diff --git a/UnityProject/Assets/Editor/ToolbarExtender/UnityToolbarExtenderLeft/UnityToolbarExtenderLeft.cs.meta b/UnityProject/Assets/Editor/ToolbarExtender/UnityToolbarExtenderLeft/UnityToolbarExtenderLeft.cs.meta new file mode 100644 index 00000000..4a38ffda --- /dev/null +++ b/UnityProject/Assets/Editor/ToolbarExtender/UnityToolbarExtenderLeft/UnityToolbarExtenderLeft.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: c4485948c7a944af943177214f7f5033 +timeCreated: 1748228552 \ No newline at end of file diff --git a/UnityProject/Assets/Editor/ToolbarExtender/Custom/SceneSwitcher.meta b/UnityProject/Assets/Editor/ToolbarExtender/UnityToolbarExtenderRight.meta similarity index 77% rename from UnityProject/Assets/Editor/ToolbarExtender/Custom/SceneSwitcher.meta rename to UnityProject/Assets/Editor/ToolbarExtender/UnityToolbarExtenderRight.meta index 9cd75db2..b2ee35b2 100644 --- a/UnityProject/Assets/Editor/ToolbarExtender/Custom/SceneSwitcher.meta +++ b/UnityProject/Assets/Editor/ToolbarExtender/UnityToolbarExtenderRight.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 20dbf6614352aaf488de29690deeab68 +guid: a225fc80e4bc4e24caa14cb50ce08109 folderAsset: yes DefaultImporter: externalObjects: {} diff --git a/UnityProject/Assets/Editor/ToolbarExtender/UnityToolbarExtenderRight/EditorPlayMode.cs b/UnityProject/Assets/Editor/ToolbarExtender/UnityToolbarExtenderRight/EditorPlayMode.cs new file mode 100644 index 00000000..3fd43435 --- /dev/null +++ b/UnityProject/Assets/Editor/ToolbarExtender/UnityToolbarExtenderRight/EditorPlayMode.cs @@ -0,0 +1,79 @@ +using UnityEditor; +using UnityEngine; +using UnityToolbarExtender; + +namespace TEngine +{ + /// + /// EditorPlayMode 控件(资源模式选择器) + /// + public partial class UnityToolbarExtenderRight + { + private const string BUTTON_STYLE_NAME = "Tab middle"; + + private static readonly string[] _resourceModeNames = + { + "EditorMode (编辑器下的模拟模式)", + "OfflinePlayMode (单机模式)", + "HostPlayMode (联机运行模式)", + "WebPlayMode (WebGL运行模式)" + }; + + private static int _resourceModeIndex = 0; + public static int ResourceModeIndex => _resourceModeIndex; + + static class ToolbarStyles + { + public static readonly GUIStyle PopupStyle; + + static ToolbarStyles() + { + PopupStyle = new GUIStyle(EditorStyles.popup) + { + //fontSize = 11, + alignment = TextAnchor.MiddleLeft, + padding = new RectOffset(6, 6, 0, 0) + }; + } + } + + static void OnToolbarGUI_EditorPlayMode() + { + EditorGUI.BeginDisabledGroup(EditorApplication.isPlayingOrWillChangePlaymode); + { + GUILayout.Space(8); + + // 自动计算最长文本宽度 + float maxWidth = 0; + foreach (string mode in _resourceModeNames) + { + Vector2 size = ToolbarStyles.PopupStyle.CalcSize(new GUIContent(mode)); + if (size.x > maxWidth) + maxWidth = size.x; + } + + // 加点缓冲宽度(最多不超过220像素) + float popupWidth = Mathf.Clamp(maxWidth + 20, 100, 220); + + GUILayout.BeginHorizontal(); + //GUILayout.Label("资源模式:", GUILayout.Width(65)); + + int selectedIndex = EditorGUILayout.Popup( + _resourceModeIndex, + _resourceModeNames, + ToolbarStyles.PopupStyle, + GUILayout.Width(popupWidth) + ); + + if (selectedIndex != _resourceModeIndex) + { + Debug.Log($"更改编辑器资源运行模式:{_resourceModeNames[selectedIndex]}"); + _resourceModeIndex = selectedIndex; + EditorPrefs.SetInt("EditorPlayMode", selectedIndex); + } + GUILayout.EndHorizontal(); + } + EditorGUI.EndDisabledGroup(); + } + } +} diff --git a/UnityProject/Assets/Editor/ToolbarExtender/Custom/SceneSwitcher/Editor/EditorPlayMode.cs.meta b/UnityProject/Assets/Editor/ToolbarExtender/UnityToolbarExtenderRight/EditorPlayMode.cs.meta similarity index 100% rename from UnityProject/Assets/Editor/ToolbarExtender/Custom/SceneSwitcher/Editor/EditorPlayMode.cs.meta rename to UnityProject/Assets/Editor/ToolbarExtender/UnityToolbarExtenderRight/EditorPlayMode.cs.meta diff --git a/UnityProject/Assets/Editor/ToolbarExtender/UnityToolbarExtenderRight/SceneSwitcher.cs b/UnityProject/Assets/Editor/ToolbarExtender/UnityToolbarExtenderRight/SceneSwitcher.cs new file mode 100644 index 00000000..98ba8dfd --- /dev/null +++ b/UnityProject/Assets/Editor/ToolbarExtender/UnityToolbarExtenderRight/SceneSwitcher.cs @@ -0,0 +1,170 @@ +#if UNITY_EDITOR +using System.Collections.Generic; +using System.IO; +using UnityEngine; +using UnityEditor; +using UnityEngine.SceneManagement; +using UnityEditor.SceneManagement; + +namespace TEngine +{ + /// + /// SceneSwitcher + /// + public partial class UnityToolbarExtenderRight + { + private static List<(string sceneName, string scenePath)> m_InitScenes; + private static List<(string sceneName, string scenePath)> m_DefaultScenes; + private static List<(string sceneName, string scenePath)> m_OtherScenes; + + private static string initScenePath = "Assets/Scenes"; + private static string defaultScenePath = "Assets/AssetRaw/Scenes"; + + static void UpdateScenes() + { + // 获取初始化场景和默认场景 + m_InitScenes = SceneSwitcher.GetScenesInPath(initScenePath); + m_DefaultScenes = SceneSwitcher.GetScenesInPath(defaultScenePath); + + // 获取所有场景路径 + List<(string sceneName, string scenePath)> allScenes = SceneSwitcher.GetAllScenes(); + + // 排除初始化场景和默认场景,获得其他场景 + m_OtherScenes = new List<(string sceneName, string scenePath)>(allScenes); + m_OtherScenes.RemoveAll(scene => + m_InitScenes.Exists(init => init.scenePath == scene.scenePath) || + m_DefaultScenes.Exists(defaultScene => defaultScene.scenePath == scene.scenePath) + ); + } + + static void OnToolbarGUI_SceneSwitch() + { + // 如果没有场景,直接返回 + if (m_InitScenes.Count == 0 && m_DefaultScenes.Count == 0 && m_OtherScenes.Count == 0) + return; + + // 获取当前场景名称 + string currentSceneName = SceneManager.GetActiveScene().name; + EditorGUILayout.LabelField("当前场景:", GUILayout.Width(52)); + + // 使用 GUI.skin.button.CalcSize 计算文本的精确宽度 + GUIContent content = new GUIContent(currentSceneName); + Vector2 textSize = GUI.skin.button.CalcSize(content); + + // 设置按钮宽度为文本的宽度,并限制最大值 + float buttonWidth = textSize.x; + + // 创建弹出菜单 + var menu = new GenericMenu(); + + // 添加 "初始化路径" 下的场景按钮 + AddScenesToMenu(m_InitScenes, "初始化场景", menu); + + // 添加 "默认路径" 下的场景按钮 + AddScenesToMenu(m_DefaultScenes, "默认场景", menu); + + // 添加 "其他路径" 下的场景按钮 + AddScenesToMenu(m_OtherScenes, "其他场景", menu); + + // 自定义GUIStyle + GUIStyle buttonStyle = new GUIStyle(GUI.skin.button) + { + alignment = TextAnchor.MiddleLeft // 左对齐 + }; + + // 在工具栏中显示菜单 + if (GUILayout.Button(currentSceneName, buttonStyle, GUILayout.Width(buttonWidth))) + { + menu.ShowAsContext(); + } + } + + private static void AddScenesToMenu(List<(string sceneName, string scenePath)> scenes, string category, GenericMenu menu) + { + if (scenes.Count > 0) + { + foreach (var scene in scenes) + { + menu.AddItem(new GUIContent($"{category}/{scene.sceneName}"), false, () => SwitchScene(scene.scenePath)); + } + } + } + + static void SwitchScene(string scenePath) + { + // 保证场景是否保存 + if (SceneSwitcher.PromptSaveCurrentScene()) + { + // 保存场景后切换到新场景 + EditorSceneManager.OpenScene(scenePath); + } + } + } + + static class SceneSwitcher + { + public static bool PromptSaveCurrentScene() + { + // 检查当前场景是否有未保存的更改 + if (SceneManager.GetActiveScene().isDirty) + { + // 弹出保存对话框 + bool saveScene = EditorUtility.DisplayDialog( + "是否保存当前场景", + "当前场景有未保存的更改. 你是否想保存?", + "保存", + "取消" + ); + + // 如果选择保存,保存场景 + if (saveScene) + { + EditorSceneManager.SaveScene(SceneManager.GetActiveScene()); + } + else + { + // 如果选择取消,跳转到目标场景 + return false; // 表示取消 + } + + return true; + } + + return true; // 如果场景没有更改,直接返回 true + } + + public static List<(string sceneName, string scenePath)> GetScenesInPath(string path) + { + var scenes = new List<(string sceneName, string scenePath)>(); + + // 查找指定路径下的所有场景文件 + string[] guids = AssetDatabase.FindAssets("t:Scene", new[] { path }); + foreach (var guid in guids) + { + var scenePath = AssetDatabase.GUIDToAssetPath(guid); + var sceneName = Path.GetFileNameWithoutExtension(scenePath); + scenes.Add((sceneName, scenePath)); + } + + return scenes; + } + + // 获取项目中所有场景 + public static List<(string sceneName, string scenePath)> GetAllScenes() + { + var allScenes = new List<(string sceneName, string scenePath)>(); + + // 查找项目中所有场景文件 + string[] guids = AssetDatabase.FindAssets("t:Scene"); + foreach (var guid in guids) + { + var scenePath = AssetDatabase.GUIDToAssetPath(guid); + var sceneName = Path.GetFileNameWithoutExtension(scenePath); + allScenes.Add((sceneName, scenePath)); + } + + return allScenes; + } + } +} +#endif diff --git a/UnityProject/Assets/Editor/ToolbarExtender/Custom/SceneSwitcher/Editor/SceneSwitcher.cs.meta b/UnityProject/Assets/Editor/ToolbarExtender/UnityToolbarExtenderRight/SceneSwitcher.cs.meta similarity index 100% rename from UnityProject/Assets/Editor/ToolbarExtender/Custom/SceneSwitcher/Editor/SceneSwitcher.cs.meta rename to UnityProject/Assets/Editor/ToolbarExtender/UnityToolbarExtenderRight/SceneSwitcher.cs.meta diff --git a/UnityProject/Assets/Editor/ToolbarExtender/UnityToolbarExtenderRight/UnityToolbarExtenderRight.cs b/UnityProject/Assets/Editor/ToolbarExtender/UnityToolbarExtenderRight/UnityToolbarExtenderRight.cs new file mode 100644 index 00000000..f749a4be --- /dev/null +++ b/UnityProject/Assets/Editor/ToolbarExtender/UnityToolbarExtenderRight/UnityToolbarExtenderRight.cs @@ -0,0 +1,21 @@ +using UnityEditor; +using UnityToolbarExtender; + +namespace TEngine +{ + [InitializeOnLoad] + public partial class UnityToolbarExtenderRight + { + + static UnityToolbarExtenderRight() + { + // 添加自定义按钮到右上工具栏 + ToolbarExtender.RightToolbarGUI.Add(OnToolbarGUI_SceneSwitch); + // 订阅项目变化事件 + EditorApplication.projectChanged += UpdateScenes; + UpdateScenes(); + ToolbarExtender.RightToolbarGUI.Add(OnToolbarGUI_EditorPlayMode); + _resourceModeIndex = EditorPrefs.GetInt("EditorPlayMode", 0); + } + } +} \ No newline at end of file diff --git a/UnityProject/Assets/Editor/ToolbarExtender/UnityToolbarExtenderRight/UnityToolbarExtenderRight.cs.meta b/UnityProject/Assets/Editor/ToolbarExtender/UnityToolbarExtenderRight/UnityToolbarExtenderRight.cs.meta new file mode 100644 index 00000000..0cf8c7ae --- /dev/null +++ b/UnityProject/Assets/Editor/ToolbarExtender/UnityToolbarExtenderRight/UnityToolbarExtenderRight.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 6240714bc0004010a4d6ca42a4f4305e +timeCreated: 1748227857 \ No newline at end of file