private void ImportScenes()
        {
            SceneHunter scenePopulator = serializedSceneManager.ScenePopulator.
                                         targetObject as SceneHunter;

            AssetFilter filter = serializedSceneManager.SerializedSceneFilter.
                                 targetObject as AssetFilter;

            IEnumerable <string> retrievedScenes = scenePopulator.GetScenePaths();

            IEnumerable <string> includedFiles = filter.FilesToInclude;

            List <string> allFiles = new List <string>();

            allFiles.AddUniqueRange(retrievedScenes);
            allFiles.AddUniqueRange(includedFiles);

            allFiles.RemoveAll((x) => !filter.ShouldBeIncluded(x));

            OnSceneImport.SafeInvoke(this,
                                     new EventArgs <IEnumerable <string> >()
            {
                Value = allFiles
            });
        }
        private void InitializeDefaults()
        {
            SceneManagerAssetPath = AssetDatabase.GetAssetPath(SerializedManager.targetObject);

            bool wasCreated = false;

            AssetFilter assetFilter = AssetDatabaseExtensions.
                                      FindOrCreateSubScriptableObject <AssetFilter>(SceneManagerAssetPath, "SceneFilter", out wasCreated);

            if (wasCreated)
            {
                assetFilter.IncludeIfNoMatch = true;
            }

            SerializedSceneFilter = new SerializedObject(assetFilter);

            SceneHunter sceneHunter = AssetDatabaseExtensions.
                                      GetFirstSubAssetOf <SceneHunter>(SceneManagerAssetPath);

            if (sceneHunter == null)
            {
                sceneHunter = AssetDatabaseExtensions.
                              CreateSubScriptableObject <UnitySceneHunter>(SceneManagerAssetPath, "SceneHunter");
            }

            ScenePopulator = new SerializedObject(sceneHunter);

            SceneNodes = AssetDatabaseExtensions.
                         FindOrCreateSubScriptableObject <SceneNodeCollection>(SceneManagerAssetPath, "SceneNodes", out wasCreated);

            if (wasCreated)
            {
                SceneNodes.SceneManager = TargetManager;
            }

            SceneNodes.PopulateSceneInfos();

            SceneNodesObject = new SerializedObject(SceneNodes);
            SceneNodesProp   = SceneNodesObject.FindProperty("sceneNodes");

            if (AssetDatabaseExtensions.GetSubAssetsOfType <SceneVariableContainer>(TargetManager).Count() == 0)
            {
                TargetManager.SceneVariables.name = "ManagerVariables";
                AssetDatabase.AddObjectToAsset(TargetManager.SceneVariables, TargetManager);
                AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(TargetManager));
            }
            SerializedManager.ApplyModifiedProperties();

            ScenesProp       = SerializedManager.FindProperty("scenes");
            EntrySceneIdProp = SerializedManager.FindProperty("entrySceneId");
            AnyScenesProp    = SerializedManager.FindProperty("anyScene");

            UseOnPlayProp = SerializedManager.FindProperty("useOnPlay");
            GoToOnPlay    = SerializedManager.FindProperty("goToOnPlay");

            SerializedVariables = new SerializedSceneVariableCollection(TargetManager.SceneVariables);
        }