static void RestoreCrossSceneReferences() { Scene activeScene = new Scene(); AmsMultiSceneSetup activeSetup = null; List<AmsMultiSceneSetup.SceneEntry> bakedScenes = new List<AmsMultiSceneSetup.SceneEntry>(); GetCommonParameters( ref activeScene, ref activeSetup, bakedScenes ); if ( bakedScenes.Count < 1 ) return; AmsDebug.Log( null, "Running RestoreCrossSceneReferences on Scene {0}", activeScene.name ); // Do the merge (bake) var targetCrossRefs = AmsCrossSceneReferences.GetSceneSingleton( activeScene, false ); if ( targetCrossRefs ) targetCrossRefs.ResolvePendingCrossSceneReferences(); foreach( var entry in bakedScenes ) { if ( !entry.scene.isLoaded ) { AmsDebug.LogError( activeSetup, "Could not restore cross-scene references for non-loaded scene: {0}", entry.scene.name ); continue; } var sourceCrossRefs = AmsCrossSceneReferences.GetSceneSingleton( entry.scene.scene, false ); if ( sourceCrossRefs ) sourceCrossRefs.ResolvePendingCrossSceneReferences(); } }
static void MergeScenes() { Scene activeScene = new Scene(); AmsMultiSceneSetup activeSetup = null; List<AmsMultiSceneSetup.SceneEntry> bakedScenes = new List<AmsMultiSceneSetup.SceneEntry>(); GetCommonParameters( ref activeScene, ref activeSetup, bakedScenes ); if ( bakedScenes.Count < 1 ) return; AmsDebug.Log( null, "Running MergeScenes on Scene {0}", activeScene.name ); foreach( var entry in bakedScenes ) { if ( !entry.scene.isLoaded ) { AmsDebug.LogError( activeSetup, "Could not merge non-loaded scene: {0}", entry.scene.name ); continue; } var sourceCrossRefs = AmsCrossSceneReferences.GetSceneSingleton( entry.scene.scene, false ); if ( sourceCrossRefs ) GameObject.DestroyImmediate( sourceCrossRefs.gameObject, false ); AmsDebug.Log( null, "Merging {0} into {1}", entry.scene.name, activeScene.name ); EditorSceneManager.MergeScenes( entry.scene.scene, activeScene ); } } // MergeScenes
static void MergeScenes() { Scene activeScene = new Scene(); AmsMultiSceneSetup activeSetup = null; List<AmsMultiSceneSetup.SceneEntry> bakedScenes = new List<AmsMultiSceneSetup.SceneEntry>(); GetCommonParameters( ref activeScene, ref activeSetup, bakedScenes ); if ( bakedScenes.Count < 1 ) return; AmsDebug.Log( null, "Running AMS MergeScenes on Scene {0} ({1})", activeScene.name, activeSetup.scenePath ); foreach( var entry in bakedScenes ) { if ( !entry.scene.isLoaded ) { AmsDebug.LogError( activeSetup, "Could not merge non-loaded scene: {0}", entry.scene.name ); continue; } // Merge the cross-scene references (and keep track of the merges) var bakedSceneSetup = GameObjectEx.GetSceneSingleton<AmsMultiSceneSetup>( entry.scene.scene, false ); if ( bakedSceneSetup ) AmsCrossSceneReferences.EditorBuildPipelineMergeScene( bakedSceneSetup, activeSetup ); AmsDebug.Log( null, "Running Unity MergeScenes for {0} into {1}", entry.scene.name, activeScene.name ); EditorSceneManager.MergeScenes( entry.scene.scene, activeScene ); } } // MergeScenes
private static void EditorApplication_playModeStateChanged() { bool isExitingEditMode = !EditorApplication.isPlaying && EditorApplication.isPlayingOrWillChangePlaymode; #endif #if UNITY_5_6_OR_NEWER if ( EditorUtility.scriptCompilationFailed ) { AmsDebug.Log( null, "Skipping cross-scene references due to compilation errors" ); return; } #endif if ( isExitingEditMode ) { List<Scene> allScenes = new List<Scene>( EditorSceneManager.sceneCount ); for (int i = 0 ; i < EditorSceneManager.sceneCount ; ++i) { var scene = EditorSceneManager.GetSceneAt(i); if ( scene.IsValid() && scene.isLoaded ) allScenes.Add( scene ); } AmsDebug.Log( null, "Handling Cross-Scene Referencing for Playmode" ); AmsSaveProcessor.HandleCrossSceneReferences( allScenes ); } }
public static void HandleCrossSceneReferences( IList<Scene> scenes ) { // If we don't allow cross-scene references, then early return. var crossSceneReferenceBehaviour = AmsPreferences.CrossSceneReferencing; bool bSkipCrossSceneReferences = (crossSceneReferenceBehaviour == AmsPreferences.CrossSceneReferenceHandling.UnityDefault); bool bSaveCrossSceneReferences = (crossSceneReferenceBehaviour == AmsPreferences.CrossSceneReferenceHandling.Save); if ( bSkipCrossSceneReferences || scenes.Count < 1 ) return; // We need to create an AmsMultiSceneSetup singleton in every scene. This is how we keep track of Awake scenes and // it also allows us to use cross-scene references. foreach( var scene in scenes ) { if ( !scene.isLoaded ) continue; // Reset all of the cross-scene references for loaded scenes. var crossSceneRefBehaviour = AmsCrossSceneReferences.GetSceneSingleton( scene, true ); for (int i = 0 ; i < EditorSceneManager.sceneCount ; ++i) { var otherScene = EditorSceneManager.GetSceneAt(i); if ( otherScene.isLoaded ) crossSceneRefBehaviour.ResetCrossSceneReferences( otherScene ); } } var xSceneRefs = AmsCrossSceneReferenceProcessor.GetCrossSceneReferencesForScenes( scenes ); if ( bSaveCrossSceneReferences && xSceneRefs.Count > 0 ) { AmsDebug.LogWarning( null, "Ams Plugin: Found {0} Cross-Scene References. Saving them.", xSceneRefs.Count ); AmsCrossSceneReferenceProcessor.SaveCrossSceneReferences( xSceneRefs ); } // Zero-out these cross-scene references so we can save without pulling in those assets. for(int i = 0 ; i < xSceneRefs.Count ; ++i) { var xRef = xSceneRefs[i]; int refIdToRestore = xRef.fromProperty.objectReferenceInstanceIDValue; if ( !bSaveCrossSceneReferences ) Debug.LogWarningFormat( "Cross-Scene Reference {0} will become null", xRef ); // Set it to null. xRef.fromProperty.objectReferenceInstanceIDValue = 0; xRef.fromProperty.serializedObject.ApplyModifiedPropertiesWithoutUndo(); // Restore if we're not about to enter play mode if ( !EditorApplication.isPlayingOrWillChangePlaymode ) { EditorApplication.delayCall += () => { AmsDebug.Log( null, "Restoring Cross-Scene Ref (Post-Save): {0}", xRef ); xRef.fromProperty.objectReferenceInstanceIDValue = refIdToRestore; xRef.fromProperty.serializedObject.ApplyModifiedPropertiesWithoutUndo(); }; } } }
static void PlayableDirector_SceneBindings(RuntimeCrossSceneReference xRef) { var data = xRef.data; UnityEngine.Playables.PlayableDirector playableDirector = xRef.fromObject as UnityEngine.Playables.PlayableDirector; for (int i = 0; i < data.Count; i += 2) { Object key = data[i].@object; AmsDebug.Log(xRef.fromObject, "Restoring PlayableDirector Scene Binding {0} = {1}", key, xRef.toObject); playableDirector.SetGenericBinding(key, xRef.toObject); } }
/// <summary> /// Save all of the passed-in cross-scene references. The entries in the passed-in list will be removed as they are properly accounted for. /// </summary> /// <param name="editorCrossSceneRefs"></param> public static void SaveCrossSceneReferences( List<EditorCrossSceneReference> editorCrossSceneRefs ) { // Save all of the cross-scene references, removing them from our input list as we receive them for( int i = editorCrossSceneRefs.Count-1 ; i >= 0 ; --i) { var xRef = editorCrossSceneRefs[i]; AmsDebug.Log( null, "Saving Cross-Scene Reference: {0}", xRef ); try { RuntimeCrossSceneReference serializedReference = xRef.ToSerializable(); try { // Save the object var initialObject = xRef.fromProperty.objectReferenceValue; // Resolve it (this can throw exceptions) AmsCrossSceneReferenceResolver.Resolve( serializedReference ); #if UNITY_5_6_OR_NEWER xRef.fromProperty.serializedObject.UpdateIfRequiredOrScript(); #else xRef.fromProperty.serializedObject.UpdateIfDirtyOrScript(); #endif // Check to make sure it resolved properly if ( initialObject && xRef.fromProperty.objectReferenceValue != initialObject ) throw new ResolveException( string.Format("Resolve should have pointed to {0} ({1}) but instead resolved to {2} ({3})", initialObject ? initialObject.ToString() : "(null)", initialObject ? initialObject.GetInstanceID() : 0, xRef.fromProperty.objectReferenceValue, xRef.fromProperty.objectReferenceInstanceIDValue) ); } catch ( System.Exception ex ) { AmsDebug.LogError( xRef.fromObject, "Could not perform a runtime resolve on cross-scene reference {0}.\nReason: {1}. Please review Documentation.", serializedReference, ex.Message ); continue; } // Record the cross-scene reference var crossSceneRefBehaviour = AmsCrossSceneReferences.GetSceneSingleton( xRef.fromScene, true ); crossSceneRefBehaviour.AddReference( serializedReference ); // Add an updated reference map value if ( _referenceMap != null ) _referenceMap.Add( new KeyValuePair<SerializedProperty, Object>(xRef.fromProperty, xRef.fromProperty.objectReferenceValue) ); } catch ( UnityException ex ) { Debug.LogException( ex ); } } }
static void PlayableDirector_ExposedReferences(RuntimeCrossSceneReference xRef) { var data = xRef.data; UnityEngine.Playables.PlayableDirector playableDirector = xRef.fromObject as UnityEngine.Playables.PlayableDirector; for (int i = 0; i < data.Count; i += 2) { string key = data[i].@string; AmsDebug.Log(xRef.fromObject, "Restoring PlayableDirector Exposed Binding {0} = {1}", key, xRef.toObject); playableDirector.ClearReferenceValue(key); playableDirector.SetReferenceValue(key, xRef.toObject); } }
private static void SaveCrossSceneReferencesBeforePlayInEditMode() { EditorApplication.playmodeStateChanged += () => { if ( !EditorApplication.isPlaying && EditorApplication.isPlayingOrWillChangePlaymode ) { List<Scene> allScenes = new List<Scene>( EditorSceneManager.sceneCount ); for (int i = 0 ; i < EditorSceneManager.sceneCount ; ++i) { var scene = EditorSceneManager.GetSceneAt(i); if ( scene.IsValid() && scene.isLoaded ) allScenes.Add( scene ); } AmsDebug.Log( null, "Handling Cross-Scene Referencing for Playmode" ); AmsSaveProcessor.HandleCrossSceneReferences( allScenes ); } }; }
internal static void LoadScenesForMerging() { Scene activeScene = new Scene(); AmsMultiSceneSetup activeSetup = null; List<AmsMultiSceneSetup.SceneEntry> bakedScenes = new List<AmsMultiSceneSetup.SceneEntry>(); GetCommonParameters( ref activeScene, ref activeSetup, bakedScenes ); if ( bakedScenes.Count < 1 ) return; AmsDebug.Log( null, "Running LoadScenesForBaking on Scene {0}", activeScene.name ); // Now load all of the scenes foreach( var entry in bakedScenes ) { var realScene = entry.scene.scene; if ( !realScene.IsValid() ) { // This is good. This means it's not loaded yet. realScene = EditorSceneManager.OpenScene( entry.scene.editorPath, OpenSceneMode.Additive ); if ( !realScene.IsValid() ) { AmsDebug.LogError( activeSetup, "BakeScene: Scene {0} ({1}) referenced from Multi-Scene Setup in {2} is invalid.", entry.scene.editorPath, entry.scene.name, activeScene.name ); continue; } } // Let's catch this... if ( !realScene.isLoaded ) { realScene = EditorSceneManager.OpenScene( realScene.path, OpenSceneMode.Additive ); // if we're still not loaded, we're probably in trouble. if ( !realScene.isLoaded ) { AmsDebug.LogError( activeSetup, "BakeScene: Scene {0} ({1}) referenced from Multi-Scene Setup in {2} could not load.", entry.scene.editorPath, entry.scene.name, activeScene.name ); continue; } } } }