RemoveSceneFromBuild() public static method

Removes a project-relative TextScene from the TextScene build-settings. Also updates the standard Unity build settings.
public static RemoveSceneFromBuild ( string scene ) : void
scene string
return void
Esempio n. 1
0
    //TODO: Finish up and make public!
    public static bool ValidateBuildSettings(out List <string> invalidScenes)
    {
        SyncBuildSettings();

        List <string> sceneList = ReadScenes();

        invalidScenes = new List <string>();

        foreach (string scene in sceneList)
        {
            string absoluteTextScene = EditorHelper.GetProjectFolder() + scene;

            //Make sure the scene exists at all in a TextScene format
            if (!File.Exists(absoluteTextScene))
            {
                Debug.LogWarning("Scene does not exist: " + scene);

                EditorApplication.isPlaying = false;

                if (EditorUtility.DisplayDialog("Invalid scene", "The scene '" + scene + "' is listed in your build settings but it does not exist. Do you want to remove it from build settings?", "Yes", "No"))
                {
                    TextScene.RemoveSceneFromBuild(scene);
                }
                else
                {
                    invalidScenes.Add(scene);
                    continue;
                }
            }
            else
            {
                //While the textscene might be present, we also need the binary temp file.
                //Make sure there is one up-to-date, if not, the user should be prompted
                //to generate one.
                string absoluteBinaryTempScene = EditorHelper.GetProjectFolder() + TextSceneToTempBinaryFile(scene);

                if (!File.Exists(absoluteBinaryTempScene))
                {
                    Debug.LogWarning("Temp scene does not exist: " + absoluteBinaryTempScene);

                    //EditorApplication.isPlaying = false;
                    //if (EditorUtility.DisplayDialog("Missing temp file", "Missing temp file for '" + scene + "' - do you want to generate it now?", "Yes", "No"))
                    //    TextSceneDeserializer.LoadSafe(absoluteTextScene);

                    invalidScenes.Add(scene);
                    continue;
                }
                else
                {
                    //Both files exist, but we also need to make sure the temp scene isn't outdated.
                    DateTime textSceneTime       = File.GetLastWriteTime(absoluteTextScene);
                    DateTime binaryTempSceneTime = File.GetLastWriteTime(absoluteBinaryTempScene);

                    if (textSceneTime > binaryTempSceneTime)
                    {
                        Debug.LogWarning("Temp scene for '" + scene + "' is outdated: " + binaryTempSceneTime + " is older than " + textSceneTime);

                        //EditorApplication.isPlaying = false;
                        //if (EditorUtility.DisplayDialog("Outdated temp file", "Outdated temp file for '" + scene + "' - do you want to update it now?", "Yes", "No"))
                        //    TextSceneDeserializer.LoadSafe(absoluteTextScene);

                        invalidScenes.Add(scene);
                        continue;
                    }
                }
            }
        }

        return(invalidScenes.Count == 0);
    }
Esempio n. 2
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    void OnGUI()
    {
        GUILayout.BeginVertical();

        scroll = GUILayout.BeginScrollView(scroll);

        GUILayout.Label("Scenes to build");

        foreach (string scene in scenes)
        {
            EditorGUILayout.BeginHorizontal();

            if (GUILayout.Button(scene))
            {
                TextSceneDeserializer.LoadSafe(EditorHelper.GetProjectFolder() + scene);
                GUIUtility.ExitGUI();
                return;
            }


            if (GUILayout.Button("Remove", GUILayout.MaxWidth(60)))
            {
                if (EditorUtility.DisplayDialog("Remove scene", "Are you sure you want to remove this scene from the build settings?", "Yes", "No"))
                {
                    TextScene.RemoveSceneFromBuild(scene);
                    LoadSettings();
                }
            }

            if (GUILayout.Button("+", GUILayout.MaxWidth(20)))
            {
                TextScene.MoveScenePosition(scene, 1);
                LoadSettings();
            }

            if (GUILayout.Button("-", GUILayout.MaxWidth(20)))
            {
                TextScene.MoveScenePosition(scene, -1);
                LoadSettings();
            }

            GUILayout.EndHorizontal();
        }

        if (scenes.Count > 0)
        {
            EditorGUILayout.Separator();
            EditorGUILayout.BeginVertical(GUILayout.MaxWidth(150));

            if (GUILayout.Button("Build Temp"))
            {
                TextScene.BuildTempScenes();
                GUIUtility.ExitGUI();
                return;
            }

            if (GUILayout.Button("Build Streamed Web"))
            {
                TextScene.Build(BuildTarget.WebPlayerStreamed);
                GUIUtility.ExitGUI();
                return;
            }

            if (GUILayout.Button("Build Web"))
            {
                TextScene.Build(BuildTarget.WebPlayer);
                GUIUtility.ExitGUI();
                return;
            }

            if (GUILayout.Button("Build OSX"))
            {
                TextScene.Build(BuildTarget.StandaloneOSXUniversal);
                GUIUtility.ExitGUI();
                return;
            }

            if (GUILayout.Button("Build Windows"))
            {
                TextScene.Build(BuildTarget.StandaloneWindows);
                GUIUtility.ExitGUI();
                return;
            }

            EditorGUILayout.EndVertical();
        }
        else
        {
            GUILayout.Label("Add scenes via the TextScene menu item to enable build");
        }

        EditorGUILayout.Separator();

        if (GUILayout.Button("Add current", GUILayout.MaxWidth(100)))
        {
            TextScene.AddCurrentSceneToBuild();
            LoadSettings();
        }

        EditorGUILayout.Separator();

        if (GUILayout.Button("Validate Settings", GUILayout.MaxWidth(100)))
        {
            List <string> invalidScenes;

            if (TextScene.ValidateBuildSettings(out invalidScenes))
            {
                EditorUtility.DisplayDialog("Valid settings", "The build settings seem valid enough", "OK");
            }
            else
            {
                StringBuilder sb = new StringBuilder();

                sb.Append("There were errors in validation: \n");

                foreach (string scene in invalidScenes)
                {
                    sb.Append("   ");
                    sb.Append(scene);
                    sb.Append('\n');
                }

                sb.Append("Try running 'Build Temp' to fix them up, or inspect the console for further hints.");

                EditorUtility.DisplayDialog("Validation failed", sb.ToString(), "OK");
            }
        }

        GUILayout.EndScrollView();

        GUILayout.EndVertical();
    }