Files
TEngine/UnityProject/Assets/Editor/ToolbarExtender/UnityToolbarExtenderLeft/SceneLauncher.cs

118 lines
4.5 KiB
C#

using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityToolbarExtender;
namespace TEngine
{
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
private static readonly string SceneMain = "main";
private static readonly string ButtonStyleName = "Tab middle";
private static GUIStyle _buttonGuiStyle;
private static void OnToolbarGUI_SceneLauncher()
{
_buttonGuiStyle ??= new GUIStyle(ButtonStyleName)
{
padding = new RectOffset(2, 8, 2, 2),
alignment = TextAnchor.MiddleCenter,
fontStyle = FontStyle.Bold
};
GUILayout.FlexibleSpace();
if (GUILayout.Button(
new GUIContent("Launcher", EditorGUIUtility.FindTexture("PlayButton"), "Start Scene Launcher"),
_buttonGuiStyle))
SceneHelper.StartScene(SceneMain);
}
private static void OnPlayModeStateChanged(PlayModeStateChange state)
{
if (state == PlayModeStateChange.EnteredEditMode)
{
// 从 EditorPrefs 读取之前的场景路径
var previousScenePath = EditorPrefs.GetString(PreviousSceneKey, string.Empty);
if (!string.IsNullOrEmpty(previousScenePath) && EditorPrefs.GetBool(IsLauncherBtn))
{
EditorApplication.delayCall += () =>
{
if (EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo())
EditorSceneManager.OpenScene(previousScenePath);
};
}
EditorPrefs.SetBool(IsLauncherBtn, false);
}
}
private static void OnEditorQuit()
{
EditorPrefs.SetString(PreviousSceneKey, "");
EditorPrefs.SetBool(IsLauncherBtn, false);
}
private static class SceneHelper
{
private static string _sceneToOpen;
public static void StartScene(string sceneName)
{
if (EditorApplication.isPlaying) EditorApplication.isPlaying = false;
// 记录当前场景路径到 EditorPrefs
var activeScene = SceneManager.GetActiveScene();
if (activeScene.isLoaded && activeScene.name != SceneMain)
{
EditorPrefs.SetString(PreviousSceneKey, activeScene.path);
EditorPrefs.SetBool(IsLauncherBtn, true);
}
_sceneToOpen = sceneName;
EditorApplication.update += OnUpdate;
}
private static void OnUpdate()
{
if (_sceneToOpen == null ||
EditorApplication.isPlaying || EditorApplication.isPaused ||
EditorApplication.isCompiling || EditorApplication.isPlayingOrWillChangePlaymode)
return;
EditorApplication.update -= OnUpdate;
if (EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo())
{
string[] guids = AssetDatabase.FindAssets("t:scene " + _sceneToOpen, null);
if (guids.Length == 0)
{
Debug.LogWarning("Couldn't find scene file");
}
else
{
string scenePath = null;
// 优先打开完全匹配_sceneToOpen的场景
for (var i = 0; i < guids.Length; i++)
{
scenePath = AssetDatabase.GUIDToAssetPath(guids[i]);
if (scenePath.EndsWith("/" + _sceneToOpen + ".unity")) break;
}
// 如果没有完全匹配的场景,默认显示找到的第一个场景
if (string.IsNullOrEmpty(scenePath)) scenePath = AssetDatabase.GUIDToAssetPath(guids[0]);
EditorSceneManager.OpenScene(scenePath);
EditorApplication.isPlaying = true;
}
}
_sceneToOpen = null;
}
}
}
}