mirror of
https://github.com/Alex-Rachel/TEngine.git
synced 2025-08-07 16:45:10 +00:00
118 lines
4.5 KiB
C#
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;
|
|
}
|
|
}
|
|
}
|
|
} |