public static SceneData Create(UnityEditor.SceneAsset sceneAsset)
        {
            SceneData sceneData = new SceneData();

            if (UnityEditor.AssetDatabase.TryGetGUIDAndLocalFileIdentifier(sceneAsset, out var guid, out long file))
            {
                sceneData._id = guid;
            }
예제 #2
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        void ISerializationCallbackReceiver.OnBeforeSerialize()
        {
            // This needs to be in UNITY_EDITOR since we can not check prefab
            // status in a build.
#if UNITY_EDITOR
            // Prevent saving if this is a prefab
            if (UnityEditor.PrefabUtility.GetPrefabType(this) ==
                UnityEditor.PrefabType.Prefab)
            {
                DestinationScene     = null;
                DestinationSceneName = string.Empty;
            }
#endif
        }
예제 #3
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 public SceneField(UnityEditor.SceneAsset sceneAsset)
 {
     this.sceneAsset = sceneAsset;
 }
예제 #4
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		public UnityScene(int buildIndex){
			this.buildIndex = buildIndex;
			#if UNITY_EDITOR
			sceneAsset = null;
			#endif
		}
예제 #5
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 public StratusSceneField(UnityEngine.SceneManagement.Scene scene)
 {
     sceneAsset = UnityEditor.AssetDatabase.LoadAssetAtPath <UnityEditor.SceneAsset>(scene.path) as UnityEditor.SceneAsset;
     sceneName  = scene.name;
 }
예제 #6
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 public StratusSceneField(UnityEditor.SceneAsset asset)
 {
     sceneName = asset.name;
 }