/// <summary> /// Moves the selected level into the top position making it the first level. /// </summary> private void MoveToFirst() { BeforeChange("Move level to first position"); IList <string> selectedLevels = levelListData.GetSelectedItems(Target.levels); SMSceneConfigurationOperation.Build(Target).MoveLevelToTop(selectedLevels).Apply(Target); levelListData.SetSelectedItems(Target.levels, selectedLevels); EditorUtility.SetDirty(Target); }
private void ChangeToScreen() // 标记成场景 { BeforeChange("Change scenes to screen"); IList <string> selectedScenes = sceneListData.GetSelectedItems(scenes); SMSceneConfigurationOperation.Build(Target).Screen(selectedScenes).Apply(Target); levelListData.ClearSelection(); SyncBuildSettingsIfRequired(); EditorUtility.SetDirty(Target); }
private void ChangeToIgnore() { BeforeChange("Change scenes to ignore"); IList <string> selectedScenes = sceneListData.GetSelectedItems(scenes); SMGroupedSceneConfigurationOperation.Build(Target).Ignore(selectedScenes).Apply(Target); levelListData.ClearSelection(); SyncBuildSettingsIfRequired(); EditorUtility.SetDirty(Target); }
protected void OpenScene(CUListData sceneListData) // 打开这个场景 { IList <string> selectedScenes = sceneListData.GetSelectedItems(scenes); if (selectedScenes.Count != 1) { return; } string sceneName = selectedScenes[0]; if (sceneLookup.ContainsKey(sceneName)) { string assetPath = sceneLookup[sceneName]; Scene currentScene = SceneManager.GetActiveScene(); // 当前场景 if (currentScene.path.Equals(assetPath.Replace('\\', '/'))) { MyLog.Green("当前就是这个场景,打开什么"); return; } EditorSceneManager.SaveScene(currentScene); EditorSceneManager.OpenScene(assetPath); } }