void HandleChangedSceneAssetReferences() { bool needsHierarchyReload = false; var numTargets = targets.Length; for (int i = 0; i < numTargets; ++i) { var subScene = (SubScene)targets[i]; var prevSceneAsset = m_PreviousSceneAssets[i]; if (prevSceneAsset != subScene.SceneAsset) { needsHierarchyReload = true; if (prevSceneAsset != null) { Scene prevScene = SceneManager.GetSceneByPath(AssetDatabase.GetAssetPath(prevSceneAsset)); if (prevScene.isLoaded && prevScene.isSubScene) { if (prevScene.isDirty) { EditorSceneManager.SaveModifiedScenesIfUserWantsTo(new[] { prevScene }); } // We need to close the Scene if it is loaded to prevent having scenes loaded // that are not visualized in the Hierarhcy. EditorSceneManager.CloseScene(prevScene, true); } } } } if (needsHierarchyReload) { SceneHierarchyHooks.ReloadAllSceneHierarchies(); } }
public static void ToggleHideFlags(bool enabled) { foreach (var item in GameObject.FindObjectsOfType <SceneObjectHideFlags>()) { item.ToggleHideFlags(enabled); } SceneHierarchyHooks.ReloadAllSceneHierarchies(); }
void HandleChangedSceneAssetReferences() { bool needsHierarchyReload = false; var numTargets = targets.Length; for (int i = 0; i < numTargets; ++i) { var subScene = (SubScene)targets[i]; var prevSceneAsset = m_PreviousSceneAssets[i]; if (prevSceneAsset != subScene.SceneAsset) { if (!needsHierarchyReload) { // First time we see there's a change in Scene Asset, // check if new scene is already loaded but not as a Sub Scene. var scene = subScene.EditingScene; if (scene.IsValid() && !scene.isSubScene) { if (EditorUtility.DisplayDialog("Convert to Sub Scene?", "The Scene is already loaded as a root Scene. Do you want to convert it to a Sub Scene?", "Convert", "Cancel")) { // Make loaded scene a Sub Scene. Only needs to be done once, // since even with multi-editing, user can only have assigned one Scene. scene.isSubScene = true; } else { // Cancel assigning new Scene Asset (after the fact). Undo.PerformUndo(); break; } } } needsHierarchyReload = true; if (prevSceneAsset != null) { Scene prevScene = SceneManager.GetSceneByPath(AssetDatabase.GetAssetPath(prevSceneAsset)); if (prevScene.isLoaded && prevScene.isSubScene) { if (prevScene.isDirty) { EditorSceneManager.SaveModifiedScenesIfUserWantsTo(new[] { prevScene }); } // We need to close the Scene if it is loaded to prevent having scenes loaded // that are not visualized in the Hierarhcy. EditorSceneManager.CloseScene(prevScene, true); } } } } if (needsHierarchyReload) { SceneHierarchyHooks.ReloadAllSceneHierarchies(); } }
void OnUndoRedoPerformed() { // The referenced Scene Asset can have changed when undo/redo happens so we ensure to // reload the Hierarchy which depends on the current SubScene state. SceneHierarchyHooks.ReloadAllSceneHierarchies(); }
public override void OnInspectorGUI() { var subScene = target as SubScene; if (!subScene.IsInMainStage()) { // In Prefab Mode and when selecting a Prefab Asset in the Project Browser we only show the inspector of data of the // SubScene, and not the load/unload/edit/close buttons. base.OnInspectorGUI(); EditorGUILayout.HelpBox($"Only Sub Scenes in the Main Stage can be loaded and unloaded.", MessageType.Info, true); EditorGUILayout.Space(); return; } var prevColor = subScene.HierarchyColor; CachePreviousSceneAssetReferences(); base.OnInspectorGUI(); HandleChangedSceneAssetReferences(); if (subScene.HierarchyColor != prevColor) { SceneHierarchyHooks.ReloadAllSceneHierarchies(); } var targetsArray = targets; var subscenes = new SubScene[targetsArray.Length]; targetsArray.CopyTo(subscenes, 0); GUILayout.BeginHorizontal(); if (!SubSceneInspectorUtility.IsEditingAll(subscenes)) { GUI.enabled = SubSceneInspectorUtility.CanEditScene(subscenes); if (GUILayout.Button("Edit")) { SubSceneInspectorUtility.EditScene(subscenes); } } else { GUI.enabled = true; if (GUILayout.Button("Close")) { SubSceneInspectorUtility.CloseAndAskSaveIfUserWantsTo(subscenes); } } GUI.enabled = SubSceneInspectorUtility.IsDirty(subscenes); if (GUILayout.Button("Save")) { SubSceneInspectorUtility.SaveScene(subscenes); } GUI.enabled = true; GUILayout.EndHorizontal(); var scenes = SubSceneInspectorUtility.GetLoadableScenes(subscenes); GUILayout.Space(10); if (World.DefaultGameObjectInjectionWorld != null) { var entityManager = World.DefaultGameObjectInjectionWorld.EntityManager; foreach (var scene in scenes) { if (!entityManager.HasComponent <RequestSceneLoaded>(scene.Scene)) { if (GUILayout.Button($"Load '{scene.Name}'")) { entityManager.AddComponentData(scene.Scene, new RequestSceneLoaded()); EditorUpdateUtility.EditModeQueuePlayerLoopUpdate(); } } else { if (GUILayout.Button($"Unload '{scene.Name}'")) { entityManager.RemoveComponent <RequestSceneLoaded>(scene.Scene); EditorUpdateUtility.EditModeQueuePlayerLoopUpdate(); } } } } #if false // @TODO: TEMP for debugging if (GUILayout.Button("ClearWorld")) { World.DisposeAllWorlds(); DefaultWorldInitialization.Initialize("Default World", !Application.isPlaying); var scenes = FindObjectsOfType <SubScene>(); foreach (var scene in scenes) { var oldEnabled = scene.enabled; scene.enabled = false; scene.enabled = oldEnabled; } EditorUpdateUtility.EditModeQueuePlayerLoopUpdate(); } #endif bool hasDuplicates = subScene.SceneAsset != null && (SubScene.AllSubScenes.Count(s => (s.SceneAsset == subScene.SceneAsset)) > 1); if (hasDuplicates) { EditorGUILayout.HelpBox($"The Scene Asset '{subScene.EditableScenePath}' is used mutiple times and this is not supported. Clear the reference.", MessageType.Warning, true); if (GUILayout.Button("Clear")) { subScene.SceneAsset = null; SceneHierarchyHooks.ReloadAllSceneHierarchies(); } EditorGUILayout.Space(); } var uncleanHierarchyObject = SubSceneInspectorUtility.GetUncleanHierarchyObject(subscenes); if (uncleanHierarchyObject != null) { EditorGUILayout.HelpBox($"Scene transform values are not applied to scenes child transforms. But {uncleanHierarchyObject.name} has an offset Transform.", MessageType.Warning, true); if (GUILayout.Button("Clear")) { foreach (var scene in subscenes) { scene.transform.localPosition = Vector3.zero; scene.transform.localRotation = Quaternion.identity; scene.transform.localScale = Vector3.one; } } EditorGUILayout.Space(); } if (SubSceneInspectorUtility.HasChildren(subscenes)) { EditorGUILayout.HelpBox($"SubScenes can not have child game objects. Close the scene and delete the child game objects.", MessageType.Warning, true); } GUILayout.Space(10); if (CheckConversionLog(subScene)) { GUILayout.Label("Importing..."); Repaint(); } else { if (!SubSceneInspectorUtility.IsEditingAll(subscenes)) { if (GUILayout.Button("Reimport")) { SubSceneInspectorUtility.ForceReimport(subscenes); } } } if (m_ConversionLog.Length != 0) { GUILayout.Space(10); GUILayout.Label("Conversion Log"); GUILayout.TextArea(m_ConversionLog); } }
public override void OnInspectorGUI() { var subScene = target as SubScene; var prevSceneAsset = subScene.SceneAsset; var prevColor = subScene.HierarchyColor; base.OnInspectorGUI(); if (subScene.SceneAsset != prevSceneAsset || subScene.HierarchyColor != prevColor) { SceneHierarchyHooks.ReloadAllSceneHierarchies(); } var targetsArray = targets; var subscenes = new SubScene[targetsArray.Length]; targetsArray.CopyTo(subscenes, 0); EditorGUILayout.TextArea("", GUI.skin.horizontalSlider); GUILayout.BeginHorizontal(); if (!SubSceneInspectorUtility.IsEditingAll(subscenes)) { GUI.enabled = SubSceneInspectorUtility.CanEditScene(subscenes); if (GUILayout.Button("Edit")) { SubSceneInspectorUtility.EditScene(subscenes); } } else { GUI.enabled = true; if (GUILayout.Button("Close")) { SubSceneInspectorUtility.CloseAndAskSaveIfUserWantsTo(subscenes); } } GUI.enabled = SubSceneInspectorUtility.IsDirty(subscenes); if (GUILayout.Button("Save")) { SubSceneInspectorUtility.SaveScene(subscenes); } GUI.enabled = true; GUILayout.EndHorizontal(); var scenes = SubSceneInspectorUtility.GetLoadableScenes(subscenes); EditorGUILayout.TextArea("", GUI.skin.horizontalSlider); GUILayout.Space(10); if (World.DefaultGameObjectInjectionWorld != null) { var entityManager = World.DefaultGameObjectInjectionWorld.EntityManager; foreach (var scene in scenes) { if (!entityManager.HasComponent <RequestSceneLoaded>(scene.Scene)) { if (GUILayout.Button($"Load '{scene.Name}'")) { entityManager.AddComponentData(scene.Scene, new RequestSceneLoaded()); EditorUpdateUtility.EditModeQueuePlayerLoopUpdate(); } } else { if (GUILayout.Button($"Unload '{scene.Name}'")) { entityManager.RemoveComponent <RequestSceneLoaded>(scene.Scene); EditorUpdateUtility.EditModeQueuePlayerLoopUpdate(); } } } } #if false // @TODO: TEMP for debugging if (GUILayout.Button("ClearWorld")) { World.DisposeAllWorlds(); DefaultWorldInitialization.Initialize("Default World", !Application.isPlaying); var scenes = FindObjectsOfType <SubScene>(); foreach (var scene in scenes) { var oldEnabled = scene.enabled; scene.enabled = false; scene.enabled = oldEnabled; } EditorUpdateUtility.EditModeQueuePlayerLoopUpdate(); } #endif var uncleanHierarchyObject = SubSceneInspectorUtility.GetUncleanHierarchyObject(subscenes); if (uncleanHierarchyObject != null) { EditorGUILayout.HelpBox($"Scene transform values are not applied to scenes child transforms. But {uncleanHierarchyObject.name} has an offset Transform.", MessageType.Warning, true); if (GUILayout.Button("Clear")) { foreach (var scene in subscenes) { scene.transform.localPosition = Vector3.zero; scene.transform.localRotation = Quaternion.identity; scene.transform.localScale = Vector3.one; } } } if (SubSceneInspectorUtility.HasChildren(subscenes)) { EditorGUILayout.HelpBox($"SubScenes can not have child game objects. Close the scene and delete the child game objects.", MessageType.Warning, true); } if (CheckConversionLog(subScene)) { GUILayout.Space(10); GUILayout.Label("Importing..."); Repaint(); } if (m_ConversionLog.Length != 0) { GUILayout.Space(10); GUILayout.Label("Conversion Log"); GUILayout.TextArea(m_ConversionLog); } }
public override void OnInspectorGUI() { var subScene = target as SubScene; if (!subScene.IsInMainStage()) { // In Prefab Mode and when selecting a Prefab Asset in the Project Browser we only show the inspector of data of the // SubScene, and not the load/unload/edit/close buttons. base.OnInspectorGUI(); EditorGUILayout.HelpBox($"Only Sub Scenes in the Main Stage can be loaded and unloaded.", MessageType.Info, true); EditorGUILayout.Space(); return; } var prevColor = subScene.HierarchyColor; CachePreviousSceneAssetReferences(); base.OnInspectorGUI(); HandleChangedSceneAssetReferences(); if (subScene.HierarchyColor != prevColor) { SceneHierarchyHooks.ReloadAllSceneHierarchies(); } DrawOpenSubScenes(_selectedSubscenes); var loadableScenes = SubSceneInspectorUtility.GetLoadableScenes(_selectedSubscenes); if (DrawClosedSubScenes(loadableScenes, _selectedSubscenes)) { Repaint(); } #if false // @TODO: TEMP for debugging if (GUILayout.Button("ClearWorld")) { World.DisposeAllWorlds(); DefaultWorldInitialization.Initialize("Default World", !Application.isPlaying); var scenes = FindObjectsOfType <SubScene>(); foreach (var scene in scenes) { var oldEnabled = scene.enabled; scene.enabled = false; scene.enabled = oldEnabled; } EditorUpdateUtility.EditModeQueuePlayerLoopUpdate(); } #endif bool hasDuplicates = subScene.SceneAsset != null && (SubScene.AllSubScenes.Count(s => (s.SceneAsset == subScene.SceneAsset)) > 1); if (hasDuplicates) { EditorGUILayout.HelpBox($"The Scene Asset '{subScene.EditableScenePath}' is used mutiple times and this is not supported. Clear the reference.", MessageType.Warning, true); if (GUILayout.Button("Clear")) { subScene.SceneAsset = null; SceneHierarchyHooks.ReloadAllSceneHierarchies(); } EditorGUILayout.Space(); } var uncleanHierarchyObject = SubSceneInspectorUtility.GetUncleanHierarchyObject(_selectedSubscenes); if (uncleanHierarchyObject != null) { EditorGUILayout.HelpBox($"Scene transform values are not applied to scenes child transforms. But {uncleanHierarchyObject.name} has an offset Transform.", MessageType.Warning, true); if (GUILayout.Button("Clear")) { foreach (var scene in _selectedSubscenes) { scene.transform.localPosition = Vector3.zero; scene.transform.localRotation = Quaternion.identity; scene.transform.localScale = Vector3.one; } } EditorGUILayout.Space(); } if (SubSceneInspectorUtility.HasChildren(_selectedSubscenes)) { EditorGUILayout.HelpBox($"SubScenes can not have child game objects. Close the scene and delete the child game objects.", MessageType.Warning, true); } if (targets.Length == 1) { GUILayout.Space(EditorGUIUtility.singleLineHeight); if (CheckConversionLog(subScene)) { GUILayout.Label("Importing..."); Repaint(); } if (m_ConversionLog.Length != 0) { GUILayout.Space(EditorGUIUtility.singleLineHeight); GUILayout.Label("Conversion Log", EditorStyles.boldLabel); GUILayout.TextArea(m_ConversionLog); } } }