public static Scene CreateEmptyScene(string sceneName, string parentFolderName) { GameLevelToolkitWindow toolkit = GameLevelToolkitWindow.GetRefreshedToolkitWindow(); string projectDirectory = null; if (toolkit.settings == null) { projectDirectory = toolkit.projectDirectoryPathName; } else { projectDirectory = GameLevelToolkitWindow.GetProjectPathStringWithSlash(); } if (!Directory.Exists("Assets/" + projectDirectory + "Scenes/" + SceneAndResourceFolderName.folderNameValue + "/" + parentFolderName)) { AssetDatabase.CreateFolder("Assets/" + projectDirectory + "Scenes/" + SceneAndResourceFolderName.folderNameValue, parentFolderName); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); } string fullSceneDirectory = "Assets/" + projectDirectory + "Scenes/" + SceneAndResourceFolderName.folderNameValue + "/" + parentFolderName + "/"; Scene newScene = EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Single); newScene.name = sceneName; EditorSceneManager.SaveScene(newScene, fullSceneDirectory + sceneName + ".unity"); return(newScene); }
private void AddScene() { if (HasSceneName() == true) { Debug.LogError("Scene Name Is Required"); return; } GameLevelToolkitWindow toolkit = GameLevelToolkitWindow.GetRefreshedToolkitWindow(); string targetSceneFolderPath = GameLevelToolkitWindow.GetProjectPathStringWithSlash(); //Check If scene Already Exists string targetSceneFile = "Assets/" + targetSceneFolderPath + "Scenes/" + targetSceneFolderPath + SceneAndResourceFolderName.folderNameValue + "/" + selectedGameLevel.gameLevelName + "_" + sceneNameToCreate + ".unity"; if (System.IO.File.Exists(targetSceneFile)) { Debug.LogError("Scene Already Exists"); return; } CreateScene.CreateEmptyScene(selectedGameLevel.gameLevelName + "_" + sceneNameToCreate, selectedGameLevel.gameLevelName); selectedGameLevel.assignedScenes.Add(sceneNameToCreate); EditorUtility.SetDirty(selectedGameLevel); if (automaticallyAddSceneToBuild == true) { List <EditorBuildSettingsScene> editorBuildSettingsScenes = new List <EditorBuildSettingsScene>(); //Get The Existing Build List foreach (EditorBuildSettingsScene item in EditorBuildSettings.scenes) { editorBuildSettingsScenes.Add(item); } EditorBuildSettingsScene editorScene = new EditorBuildSettingsScene(targetSceneFile, true); if (editorBuildSettingsScenes.Count > 0) { bool masterSceneNotFoundInBuild = false; for (int i = 0; i < editorBuildSettingsScenes.Count; i++) { if (editorBuildSettingsScenes[i].path == editorScene.path) { masterSceneNotFoundInBuild = true; break; } } if (masterSceneNotFoundInBuild == false) { editorBuildSettingsScenes.Add(editorScene); } } EditorBuildSettings.scenes = editorBuildSettingsScenes.ToArray(); } OpenGameLevel.OpenLevel(selectedGameLevel, true, false, true); }
public static void AddMasterSceneToBuild() { List <EditorBuildSettingsScene> buildScenes = GetEditorBuildSettingsScenes(); //Add The Master Scene string masterscenePath = "Assets/" + GameLevelToolkitWindow.GetProjectPathStringWithSlash() + "Scenes/" + "Game Levels/Master Scene/Master Scene.unity"; EditorBuildSettingsScene masterScene = new EditorBuildSettingsScene(masterscenePath, true); if (buildScenes.Count > 0) { bool masterSceneNotFoundInBuild = false; for (int i = 0; i < buildScenes.Count; i++) { if (buildScenes[i].path == masterScene.path) { masterSceneNotFoundInBuild = true; break; } } if (masterSceneNotFoundInBuild == false) { buildScenes.Add(masterScene); } } else { buildScenes.Add(masterScene); } EditorBuildSettings.scenes = buildScenes.ToArray(); }
public static string GetGameLevelAssetFileDirectory(GameLevel level) { GameLevelToolkitWindow toolkit = GameLevelToolkitWindow.GetRefreshedToolkitWindow(); string projectDirectory = GameLevelToolkitWindow.GetProjectPathStringWithSlash(); string gameLevelDirectory = "Assets/" + projectDirectory + "Resources/" + SceneAndResourceFolderName.folderNameValue + "/" + "Existing " + SceneAndResourceFolderName.folderNameValue + "/" + level.name + ".asset"; return(gameLevelDirectory); }
private void DuplicateLevel() { if (HasNewLocationNameAssigned() == true) { Debug.LogError("Has No New Location Name Assigned"); return; } if (gameLevelToCreateDuplicateOf == null) { Debug.LogError("Location Required to Duplicate"); return; } GameLevelToolkitWindow toolkit = GameLevelToolkitWindow.GetRefreshedToolkitWindow(); string projectPathName = GameLevelToolkitWindow.GetProjectPathStringWithSlash(); //Check if there is a location already existing with that name. GameLevel existingGameLevel = (GameLevel)AssetDatabase.LoadAssetAtPath("Assets/" + projectPathName + "Resources/" + SceneAndResourceFolderName.folderNameValue + "/" + newGameLevelName + "/" + newGameLevelName + ".asset", typeof(GameLevel)); if (existingGameLevel != null) { Debug.LogError("Location With Same Name Already Exists"); return; } //Create the Location Resource GameLevel gameLevelResource = GameLevelData.CreateInstance <GameLevel>(); AssetDatabase.CreateAsset(GameLevel.CreateInstance <GameLevel>(), "Assets/" + projectPathName + "Resources/" + SceneAndResourceFolderName.folderNameValue + "/" + "Existing " + SceneAndResourceFolderName.folderNameValue + "/" + newGameLevelName + ".asset"); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); GameLevel createdGameLevel = (GameLevel)AssetDatabase.LoadAssetAtPath("Assets/" + projectPathName + "Resources/" + SceneAndResourceFolderName.folderNameValue + "/" + "Existing " + SceneAndResourceFolderName.folderNameValue + "/" + newGameLevelName + ".asset", typeof(GameLevel)); createdGameLevel.gameLevelName = newGameLevelName; createdGameLevel.assignedScenesDirectory = "Assets/" + projectPathName + "Scenes/" + SceneAndResourceFolderName.folderNameValue + "/" + newGameLevelName; createdGameLevel.levelDependencies = gameLevelToCreateDuplicateOf.levelDependencies; createdGameLevel.assignedScenes = gameLevelToCreateDuplicateOf.assignedScenes; GameLevelToolkitWindow.GetGameLevelsData().gameLevelsCreatedByUser.Add(createdGameLevel); //Create the Scene Directory string scenesFolder = AssetDatabase.CreateFolder("Assets/" + projectPathName + "Scenes/" + SceneAndResourceFolderName.folderNameValue, newGameLevelName); //Copy the Existing Scenes for (int i = 0; i < gameLevelToCreateDuplicateOf.assignedScenes.Count; i++) { string sceneToCopy = gameLevelToCreateDuplicateOf.assignedScenesDirectory + "/" + gameLevelToCreateDuplicateOf.gameLevelName + "_" + gameLevelToCreateDuplicateOf.assignedScenes[i] + ".unity"; string destination = createdGameLevel.assignedScenesDirectory + "/" + newGameLevelName + "_" + gameLevelToCreateDuplicateOf.assignedScenes[i] + ".unity"; FileUtil.CopyFileOrDirectory(sceneToCopy, destination); } EditorUtility.SetDirty(createdGameLevel); EditorUtility.SetDirty(toolkit.gameLevelsData); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); }
public static GameLevel ReturnLocationFromDirectory(string directory) { GameLevelToolkitWindow toolkit = GameLevelToolkitWindow.GetRefreshedToolkitWindow(); string projectPathName = GameLevelToolkitWindow.GetProjectPathStringWithSlash(); GameLevel existingGameLevel = (GameLevel)AssetDatabase.LoadAssetAtPath("Assets/" + projectPathName + "/Resources/" + SceneAndResourceFolderName.folderNameValue + "/" + directory + "/" + directory + ".asset", typeof(GameLevel)); return(null); }
private void FilterPotentialLevels() { List <EditorBuildSettingsScene> editorBuildSettingsScenes = BuildSettingsSceneManagement.GetEditorBuildSettingsScenes(); List <GameLevel> filteredGameLevelsList = new List <GameLevel>(); foreach (GameLevel item in targetLevels) { //Get Scene and Scene Path bool doesAllScenesExistInBuild = false; for (int i = 0; i < item.assignedScenes.Count; i++) { bool sceneExistsInBuild = false; string gameLevelName = item.gameLevelName; string scenePath = "Assets/" + GameLevelToolkitWindow.GetProjectPathStringWithSlash() + "Scenes/Game Levels/" + gameLevelName + "/" + gameLevelName + "_" + item.assignedScenes[i] + ".unity"; EditorBuildSettingsScene targetScene = new EditorBuildSettingsScene(scenePath, true); for (int r = 0; r < editorBuildSettingsScenes.Count; r++) { if (editorBuildSettingsScenes[r].path == targetScene.path) { sceneExistsInBuild = true; break; } } if (sceneExistsInBuild == false) { doesAllScenesExistInBuild = false; break; } else { doesAllScenesExistInBuild = true; } } if (doesAllScenesExistInBuild == false) { filteredGameLevelsList.Add(item); } } targetLevels = filteredGameLevelsList.ToArray(); List <string> levelsToString = new List <string>(); foreach (GameLevel item in targetLevels) { levelsToString.Add(item.gameLevelName); } targetLevelOptions = levelsToString.ToArray(); }
public static string GetGameLevelResourceFolder(string locationName, bool includeSlashEnding = false) { GameLevelToolkitWindow toolkit = GameLevelToolkitWindow.GetRefreshedToolkitWindow(); string projectDirectory = GameLevelToolkitWindow.GetProjectPathStringWithSlash(); string targetDirectory = "Assets/" + projectDirectory + "Resources/" + SceneAndResourceFolderName.folderNameValue + "/" + locationName; if (includeSlashEnding == true) { targetDirectory += "/"; } return(targetDirectory); }
public static GameLevel ReturnGameLevel(string locationName) { GameLevelToolkitWindow toolkit = GameLevelToolkitWindow.GetRefreshedToolkitWindow(); string projectPathName = GameLevelToolkitWindow.GetProjectPathStringWithSlash(); GameLevel existingGameLevel = (GameLevel)AssetDatabase.LoadAssetAtPath("Assets/" + projectPathName + "/Resources/" + SceneAndResourceFolderName.folderNameValue + "/" + locationName + "/" + locationName + ".asset", typeof(GameLevel)); if (existingGameLevel != null) { Debug.LogError("Location With Same Name Already Exists"); return(existingGameLevel); } return(null); }
public void OpenMasterScene() { List <Scene> loadedScenes = new List <Scene>(); for (int i = 0; i < SceneManager.sceneCount; i++) { loadedScenes.Add(SceneManager.GetSceneAt(i)); } Scene[] loadedScenesArray = loadedScenes.ToArray(); EditorSceneManager.SaveModifiedScenesIfUserWantsTo(loadedScenesArray); string scenePath = "Assets/" + GameLevelToolkitWindow.GetProjectPathStringWithSlash() + "Scenes/" + SceneAndResourceFolderName.folderNameValue + "/Master Scene/Master Scene.unity"; if (openAdditively == true) { EditorSceneManager.OpenScene(scenePath, OpenSceneMode.Additive); } else { EditorSceneManager.OpenScene(scenePath, OpenSceneMode.Single); } }
private void Uninstall() { string resourcesFolderDir = "Assets/" + GameLevelToolkitWindow.GetProjectPathStringWithSlash() + "Resources/" + SceneAndResourceFolderName.folderNameValue; string scenesFolderDir = "Assets/" + GameLevelToolkitWindow.GetProjectPathStringWithSlash() + "Scenes/" + SceneAndResourceFolderName.folderNameValue; //Destroy Resources FileUtil.DeleteFileOrDirectory(resourcesFolderDir); FileUtil.DeleteFileOrDirectory(resourcesFolderDir + ".meta"); //Destroy Created Scenes Folder FileUtil.DeleteFileOrDirectory(scenesFolderDir); FileUtil.DeleteFileOrDirectory(scenesFolderDir + ".meta"); if (GameLevelToolkitWindow.toolkitWindow != null) { GameLevelToolkitWindow.toolkitWindow.initialDataHasBeenCreated = false; } AssetDatabase.Refresh(); Debug.Log("Successful Uninstall"); }
private void CreateLevel() { GameLevelToolkitWindow toolkit = GameLevelToolkitWindow.GetRefreshedToolkitWindow(); string projectPathName = GameLevelToolkitWindow.GetProjectPathStringWithSlash(); //Check If the Location Already Exists GameLevel existingLocation = (GameLevel)AssetDatabase.LoadAssetAtPath("Assets/" + projectPathName + "Resources/" + SceneAndResourceFolderName.folderNameValue + "/" + gameLevelName + "/" + gameLevelName + ".asset", typeof(GameLevel)); if (existingLocation != null) { Debug.LogError("Level With Same Name Already Exists"); return; } //First We Will need to make sure we have all the required data before proceeding if (gameLevelName == null || gameLevelName == "") { Debug.LogError("Level Name Cannot Be Empty"); return; } //Check If Any Scene Names are empty for (int i = 0; i < scenesToCreateInGameLevel.Count; i++) { if (scenesToCreateInGameLevel[i].VerifySceneNameIsNotEmpty() == true) { Debug.LogError("Scene Name Cannot Be Empty"); return; } } for (int i = 0; i < scenesToCreateInGameLevel.Count; i++) { string sceneDirectory = gameLevelName; CreateScene.CreateEmptyScene(gameLevelName + "_" + scenesToCreateInGameLevel[i].sceneName, sceneDirectory); } //Create the Location Resources string resourceFolder = AssetDatabase.CreateFolder("Assets/" + projectPathName + "Resources/Locations", gameLevelName); string newFolderPath = AssetDatabase.GUIDToAssetPath(resourceFolder); //Check Does FolderExist To Place Resource File Inside if (!Directory.Exists("Assets/" + projectPathName + "Resources/" + SceneAndResourceFolderName.folderNameValue + "/Existing " + SceneAndResourceFolderName.folderNameValue)) { AssetDatabase.CreateFolder("Assets/" + projectPathName + "Resources/" + SceneAndResourceFolderName.folderNameValue, "Existing " + SceneAndResourceFolderName.folderNameValue); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); } GameLevel gameLevelResource = GameLevelData.CreateInstance <GameLevel>(); AssetDatabase.CreateAsset(GameLevel.CreateInstance <GameLevel>(), "Assets/" + projectPathName + "Resources/" + SceneAndResourceFolderName.folderNameValue + "/Existing " + SceneAndResourceFolderName.folderNameValue + "/" + gameLevelName + ".asset"); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); GameLevel createdGameLevel = (GameLevel)AssetDatabase.LoadAssetAtPath("Assets/" + projectPathName + "Resources/" + SceneAndResourceFolderName.folderNameValue + "/Existing " + SceneAndResourceFolderName.folderNameValue + "/" + gameLevelName + ".asset", typeof(GameLevel)); createdGameLevel.gameLevelName = gameLevelName; createdGameLevel.assignedScenesDirectory = "Assets/" + projectPathName + "Scenes/" + SceneAndResourceFolderName.folderNameValue + "/" + gameLevelName; createdGameLevel.assignedCategory = categories[selectedCategoryValue]; GameLevelToolkitWindow.GetGameLevelsData().gameLevelsCreatedByUser.Add(createdGameLevel); EditorUtility.SetDirty(createdGameLevel); for (int i = 0; i < scenesToCreateInGameLevel.Count; i++) { createdGameLevel.assignedScenes.Add(scenesToCreateInGameLevel[i].sceneName); } for (int i = 0; i < gameLevelDependencies.Count; i++) { createdGameLevel.levelDependencies.Add(gameLevelDependencies[i]); } EditorUtility.SetDirty(toolkit.gameLevelsData); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); OpenGameLevel.OpenLevel(createdGameLevel, true, false, true); if (addLevelToUnityBuildScenes == true) { BuildSettingsSceneManagement.AddLevelToBuild(createdGameLevel); } }
private void AddSceneToLocation() { string projectPathName = GameLevelToolkitWindow.GetProjectPathStringWithSlash(); if (targetGameLevel == null) { Debug.LogError("Target Location Is Required"); return; } string originalScenePath = null; if (useRootDirectory == true) { originalScenePath = "Assets/" + targetSceneFolderPath + ".unity"; } else { originalScenePath = "Assets/" + projectPathName + "Scenes/" + targetSceneFolderPath + "/" + targetSceneName + ".unity"; } //Check to See If the scene belongs to an existing location bool sceneExistsInAGameLevel = false; string sceneNameWithoutGameLevelPrefix = null; GameLevelData gameLevelData = GameLevelToolkitWindow.GetGameLevelsData(); for (int i = 0; i < gameLevelData.gameLevelsCreatedByUser.Count; i++) { for (int g = 0; g < gameLevelData.gameLevelsCreatedByUser[i].assignedScenes.Count; g++) { string assignedSceneName = gameLevelData.gameLevelsCreatedByUser[i].gameLevelName + "_" + gameLevelData.gameLevelsCreatedByUser[i].assignedScenes[g]; if (assignedSceneName == targetSceneName) { sceneNameWithoutGameLevelPrefix = gameLevelData.gameLevelsCreatedByUser[i].assignedScenes[g]; //Remove this scene from its location that it is apart of gameLevelData.gameLevelsCreatedByUser[i].assignedScenes.Remove(targetSceneName); sceneExistsInAGameLevel = true; } } } //Rename the scene based on the location naming convention string targetGameLevelPrefix = targetGameLevel.gameLevelName; string finalSceneName = null; if (sceneExistsInAGameLevel == true) { finalSceneName = targetGameLevelPrefix + "_" + sceneNameWithoutGameLevelPrefix + ".unity"; targetGameLevel.assignedScenes.Add(finalSceneName); } else { finalSceneName = targetGameLevelPrefix + "_" + targetSceneName + ".unity"; targetGameLevel.assignedScenes.Add(targetSceneName); } AssetDatabase.RenameAsset(originalScenePath, finalSceneName); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); //Move the scene to the correct Directory string adjustedDirectoryToMoveSceneFrom = "Assets/" + projectPathName + targetSceneFolderPath + "/" + targetSceneName + ".unity"; string directoryToMoveSceneTo = targetGameLevel.assignedScenesDirectory + "/" + finalSceneName; FileUtil.MoveFileOrDirectory(adjustedDirectoryToMoveSceneFrom, directoryToMoveSceneTo); EditorUtility.SetDirty(targetGameLevel); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); }
public static void OpenLevel(GameLevel targetGameLevel, bool includeMasterScene, bool keepCurrentScenesThatAreOpenOpeneded, bool includeDependencies) { List <Scene> loadedScenes = new List <Scene>(); for (int i = 0; i < SceneManager.sceneCount; i++) { loadedScenes.Add(SceneManager.GetSceneAt(i)); } Scene[] loadedScenesArray = loadedScenes.ToArray(); EditorSceneManager.SaveModifiedScenesIfUserWantsTo(loadedScenesArray); //Load The Master Scene if (includeMasterScene == true) { string masterScenePath = "Assets/" + GameLevelToolkitWindow.GetProjectPathStringWithSlash() + "Scenes/" + SceneAndResourceFolderName.folderNameValue + "/Master Scene/Master Scene.unity"; Scene masterScene; if (keepCurrentScenesThatAreOpenOpeneded == true) { masterScene = EditorSceneManager.OpenScene(masterScenePath, OpenSceneMode.Additive); } else { masterScene = EditorSceneManager.OpenScene(masterScenePath, OpenSceneMode.Single); } EditorSceneManager.SetActiveScene(masterScene); } //Unload Any Existing Scenes If Required if (includeMasterScene == false && keepCurrentScenesThatAreOpenOpeneded == false) { for (int i = 0; i < SceneManager.sceneCount; i++) { Scene scene = SceneManager.GetSceneAt(i); if (!IsActiveScene(scene)) { CloseScene(scene); } if (scene.name == "Master Scene") { if (!IsActiveScene(scene)) { EditorSceneManager.SetActiveScene(scene); } } } } //Load The Locations Scenes LoadLocationsScenesAdditively(targetGameLevel); //Load Dependencies If Required if (includeDependencies == true) { for (int i = 0; i < targetGameLevel.levelDependencies.Count; i++) { LoadLocationsScenesAdditively(targetGameLevel.levelDependencies[i]); } } }
public static void AddLevelToBuild(GameLevel level, List <EditorBuildSettingsScene> buildScenes = null, bool updateSceneBuild = true) { if (buildScenes == null) { buildScenes = GetEditorBuildSettingsScenes(); } //Add Game Level for (int i = 0; i < level.assignedScenes.Count; i++) { bool sceneExistsInBuild = false; string scenePath = "Assets/" + GameLevelToolkitWindow.GetProjectPathStringWithSlash() + "Scenes/Game Levels/" + level.gameLevelName + "/" + level.gameLevelName + "_" + level.assignedScenes[i] + ".unity"; EditorBuildSettingsScene scene = new EditorBuildSettingsScene(scenePath, true); for (int g = 0; g < buildScenes.Count; g++) { if (buildScenes[g].path == scene.path) { sceneExistsInBuild = true; break; } } if (sceneExistsInBuild == false) { buildScenes.Add(scene); } } //Add Dependencies for (int i = 0; i < level.levelDependencies.Count; i++) { for (int g = 0; g < level.levelDependencies[i].assignedScenes.Count; g++) { bool sceneExistsInBuild = false; string gameLevelName = level.levelDependencies[i].gameLevelName; string scenePath = "Assets/" + GameLevelToolkitWindow.GetProjectPathStringWithSlash() + "Scenes/Game Levels/" + gameLevelName + "/" + gameLevelName + "_" + level.levelDependencies[i].assignedScenes[g] + ".unity"; EditorBuildSettingsScene targetScene = new EditorBuildSettingsScene(scenePath, true); for (int f = 0; f < buildScenes.Count; f++) { if (buildScenes[f].path == targetScene.path) { sceneExistsInBuild = true; break; } } if (sceneExistsInBuild == false) { buildScenes.Add(targetScene); } } } //Add Dependencies of Dependencies for (int i = 0; i < level.levelDependencies.Count; i++) { for (int g = 0; g < level.levelDependencies[i].levelDependencies.Count; g++) { GameLevel targetDependency = level.levelDependencies[i].levelDependencies[g]; for (int f = 0; f < targetDependency.assignedScenes.Count; f++) { bool sceneExistsInBuild = false; string gameLevelName = targetDependency.gameLevelName; string scenePath = "Assets/" + GameLevelToolkitWindow.GetProjectPathStringWithSlash() + "Scenes/Game Levels/" + gameLevelName + "/" + gameLevelName + "_" + targetDependency.assignedScenes[f] + ".unity"; EditorBuildSettingsScene targetScene = new EditorBuildSettingsScene(scenePath, true); for (int r = 0; r < buildScenes.Count; r++) { if (buildScenes[r].path == targetScene.path) { sceneExistsInBuild = true; break; } } if (sceneExistsInBuild == false) { buildScenes.Add(targetScene); } } } } if (updateSceneBuild == true) { EditorBuildSettings.scenes = buildScenes.ToArray(); } }