Example #1
0
    static Scene GetIsolationScene()
    {
        EditInIsolation edit   = null;
        Scene           result = default(Scene);

        // find the isolation scene
        for (int i = 0; i < EditorSceneManager.sceneCount; i++)
        {
            result = EditorSceneManager.GetSceneAt(i);
            GameObject[] roots = result.GetRootGameObjects();
            edit = GetFrom(roots);
            if (edit != null)
            {
                break;
            }
        }

        // no isolation scene found, go ahead and make one
        if (edit == null)
        {
            Scene oldScene = EditorSceneManager.GetActiveScene();
            Scene scene    = EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Additive);
            EditorSceneManager.SetActiveScene(scene);

            GameObject go = new GameObject("_EditInIsolationScene");
            go.AddComponent <EditInIsolation>();
            EditorSceneManager.SetActiveScene(oldScene);

            result = scene;
        }
        return(result);
    }
Example #2
0
 static void HandleChange(PlayModeStateChange aChange)
 {
     if (aChange == PlayModeStateChange.ExitingEditMode)
     {
         EditInIsolation.DisableObjects();
     }
     if (aChange == PlayModeStateChange.EnteredEditMode)
     {
         EditInIsolation.EnableObjects();
     }
 }
Example #3
0
    static EditInIsolation GetFrom(GameObject[] objs)
    {
        EditInIsolation result = null;

        for (int i = 0; i < objs.Length; i++)
        {
            result = objs[i].GetComponent <EditInIsolation>();
            if (result != null)
            {
                break;
            }
        }
        return(result);
    }
Example #4
0
 static void HandleChange()
 {
     // Disable objects -before- we start playing. Don't want Awake events.
     if (!wasPlayingPre && EditorApplication.isPlayingOrWillChangePlaymode)
     {
         EditInIsolation.DisableObjects();
     }
     // Enable objects -after- playing has ended. Don't want Unity to restore original disabled state afterwards
     if (wasPlayingPost && !EditorApplication.isPlaying)
     {
         EditInIsolation.EnableObjects();
     }
     wasPlayingPre  = EditorApplication.isPlayingOrWillChangePlaymode;
     wasPlayingPost = EditorApplication.isPlaying;
 }
Example #5
0
    static EditInIsolation HasIsolationScene()
    {
        EditInIsolation edit = null;

        // find the isolation scene
        for (int i = 0; i < EditorSceneManager.sceneCount; i++)
        {
            Scene        scene = EditorSceneManager.GetSceneAt(i);
            GameObject[] roots = scene.GetRootGameObjects();
            edit = GetFrom(roots);
            if (edit != null)
            {
                break;
            }
        }
        return(edit);
    }
Example #6
0
    public static void EnableObjects()
    {
        EditInIsolation edit = HasIsolationScene();

        if (edit == null)
        {
            return;
        }

        GameObject[] objs = GetIsolationScene().GetRootGameObjects();

        // restore previous state
        for (int i = 0; i < objs.Length; i++)
        {
            objs[i].SetActive(edit._wasEnabled[i]);
        }
    }
Example #7
0
    public static void DisableObjects()
    {
        EditInIsolation edit = HasIsolationScene();

        if (edit == null)
        {
            return;
        }

        GameObject[] objs = GetIsolationScene().GetRootGameObjects();
        edit._wasEnabled = new bool[objs.Length];

        // disable all objects, but track their previous states in an object that will serialize/maintain the data
        for (int i = 0; i < objs.Length; i++)
        {
            edit._wasEnabled[i] = objs[i].activeSelf;
            objs[i].SetActive(false);
        }
    }