/// <summary> /// Adds the selected TextScene file to buildsettings. Also updates the standard Unity /// buildsettings. /// </summary> public static void AddSelectedSceneToBuild() { if (Selection.activeObject == null) { EditorUtility.DisplayDialog("Nothing selected", "You need to select a text scene asset to add to build", "OK"); return; } TextAsset asset = Selection.activeObject as TextAsset; string assetPath = ""; if (asset != null) { assetPath = AssetDatabase.GetAssetPath(asset); } if (!assetPath.EndsWith(".txt")) { EditorUtility.DisplayDialog("Not a text file", "Text scenes can be TextAssets (*.txt)", "OK"); } else { TextScene.AddSceneToBuild(assetPath); } }
/// <summary> /// Adds the currently open scene to the TextScene buildsettings, and updates /// the standard Unity buildsettings with the corresponding temp binary scene file. /// User will be notified if the current scene is not saved or is not a temp binary /// file. /// </summary> public static void AddCurrentSceneToBuild() { string currentScene = EditorApplication.currentScene; if (currentScene.Length == 0) { EditorUtility.DisplayDialog("Unsaved", "The currently open scene is not saved. Please save it using the TextScene menu option and try again.", "OK"); return; } if (currentScene.StartsWith("Assets/")) { EditorUtility.DisplayDialog("Invalid scene", "The currently open scene is not a TextScene. Please re-save using the TextScene menu options and try again", "OK"); return; } //Debug.Log("Text scene file to save in build settings: " + textSceneFile); TextScene.AddSceneToBuild(TextScene.TempToTextSceneFile(EditorApplication.currentScene)); }