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 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); }
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); }
public static string GetProjectPathStringWithSlash() { GameLevelToolkitWindow toolkit = GameLevelToolkitWindow.GetRefreshedToolkitWindow(); string pathName = ""; if (toolkit.settings.useRootProjectDirectoryPath == false) { pathName = toolkit.settings.projectDirectoryPathName + "/"; } return(pathName); }
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); }
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 MoveDirectory() { if (targetDirectoryToMoveToo == null || targetDirectoryToMoveToo == "") { Debug.LogError("Directory cannot be empty"); return; } GameLevelToolkitWindow toolkit = GameLevelToolkitWindow.GetRefreshedToolkitWindow(); string targetDirectory = ""; bool useRootDirectory = false; if (targetDirectoryToMoveToo == "ROOT" || targetDirectory == "root") { targetDirectory = ""; useRootDirectory = true; } else { targetDirectory = targetDirectoryToMoveToo; } // Create Project Directory if Does Not Exist if (useRootDirectory == false) { if (!Directory.Exists("Assets/" + targetDirectory)) { //Create AssetDatabase.CreateFolder("Assets", targetDirectory); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); } } string finalPath = "Assets/" + targetDirectory; //Create Scenes Directory Inside of project if does not exist if (!Directory.Exists(finalPath + "/" + "Scenes")) { AssetDatabase.CreateFolder(finalPath, "Scenes"); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); } string scenesFolderPath = finalPath + "/Scenes"; //Create Resources Directory Inside of project if does not exist. if (!Directory.Exists(finalPath + "/" + "Resources")) { AssetDatabase.CreateFolder(finalPath, "Resources"); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); } string resourcesFolderPath = finalPath + "/Resources"; //Move Resources Data string originalResourcesDirectory = ""; if (toolkit.settings.useRootProjectDirectoryPath == false) { originalResourcesDirectory = "Assets/" + toolkit.settings.projectDirectoryPathName + "/Resources/" + SceneAndResourceFolderName.folderNameValue; } else { originalResourcesDirectory = "Assets/" + "Resources/" + SceneAndResourceFolderName.folderNameValue; } FileUtil.MoveFileOrDirectory(originalResourcesDirectory, resourcesFolderPath + "/" + SceneAndResourceFolderName.folderNameValue); FileUtil.MoveFileOrDirectory(originalResourcesDirectory + ".meta", resourcesFolderPath + "/" + SceneAndResourceFolderName.folderNameValue + ".meta"); //Move Game Levels Scenes Directory string originalScenesDirectory = ""; if (toolkit.settings.useRootProjectDirectoryPath == false) { originalScenesDirectory = "Assets/" + toolkit.settings.projectDirectoryPathName + "/Scenes/" + SceneAndResourceFolderName.folderNameValue; } else { originalScenesDirectory = "Assets/" + "Scenes/" + SceneAndResourceFolderName.folderNameValue; } FileUtil.MoveFileOrDirectory(originalScenesDirectory, scenesFolderPath + "/" + SceneAndResourceFolderName.folderNameValue); FileUtil.MoveFileOrDirectory(originalScenesDirectory + ".meta", scenesFolderPath + "/" + SceneAndResourceFolderName.folderNameValue + ".meta"); //Update All Scenes Directory Paths in data //Update the settings file with the new directory if (useRootDirectory == true) { toolkit.settings.useRootProjectDirectoryPath = true; toolkit.settings.projectDirectoryPathName = ""; } else { toolkit.settings.useRootProjectDirectoryPath = false; toolkit.settings.projectDirectoryPathName = targetDirectoryToMoveToo; } EditorUtility.SetDirty(toolkit.settings); EditorUtility.SetDirty(toolkit.gameLevelsData); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); Debug.Log("Move Operation Completed Succesfully"); }