/// <summary> /// 初始化 /// </summary> /// <param name="gamingMapuid"></param> /// <param name="mapId"></param> /// <param name="mapName"></param> /// <param name="mapType"></param> /// <param name="areaSpawners"></param> public void Init(uint gamingMapuid, uint mapId, string mapName, GamingMapType mapType, List <AreaSpawner> areaSpawners) { m_Uid = gamingMapuid; m_MapId = mapId; m_MapName = mapName; m_Type = mapType; string areaTemplete = ""; GamingMapEditorSetting gamingSetting = GamingMapEditorUtility.GetGamingMapEditorSetting(); if (gamingSetting != null) { areaTemplete = gamingSetting.m_GamingAreaTemplete; } GameObject areaTempleteAsset = AssetDatabase.LoadAssetAtPath <GameObject>(areaTemplete); if (areaTempleteAsset == null) { Debug.LogError("GamingMap Area 模板未设置"); return; } if (areaSpawners != null && areaSpawners.Count > 0) { m_GamingAreaList = new List <GamingMapArea>(); for (int iArea = 0; iArea < areaSpawners.Count; iArea++) { AreaSpawner areaSpawner = areaSpawners[iArea]; CreateGamingArea(areaSpawner); } } SaveScene(); }
private void OnEndExport() { GameObject.DestroyImmediate(gameObject); GamingMapEditorSetting gamingSetting = GamingMapEditorUtility.GetGamingMapEditorSetting(); MapEditorUtility.OpenFolder(MapEditorUtility.GetFullPath(gamingSetting.m_ConfigPath)); }
private void OnEnable() { if (m_GamingMapList == null) { m_GamingMapList = new List <string>(); } m_GamingMapList.Clear(); GamingMapEditorSetting gamingSetting = GamingMapEditorUtility.GetGamingMapEditorSetting(); if (gamingSetting != null) { m_GamingMapPath = gamingSetting.m_GamingMapPath; } string [] GamingList = AssetDatabase.FindAssets("t:Scene", new string[] { m_GamingMapPath }); if (GamingList != null && GamingList.Length > 0) { for (int iGame = 0; iGame < GamingList.Length; iGame++) { string gamingPath = GamingList[iGame]; string assetPath = AssetDatabase.GUIDToAssetPath(GamingList[iGame]); if (assetPath.Contains("Area")) { continue; } m_GamingMapList.Add(assetPath); } } }
/// <summary> /// 获取所有的GamingMap路径 /// </summary> /// <returns></returns> public static List <string> GetGamingMapScenePath() { List <string> m_GamingMapList = new List <string>(); string m_GamingMapPath = ""; GamingMapEditorSetting gamingSetting = GamingMapEditorUtility.GetGamingMapEditorSetting(); if (gamingSetting != null) { m_GamingMapPath = gamingSetting.m_GamingMapPath; } string[] GamingList = AssetDatabase.FindAssets("t:Scene", new string[] { m_GamingMapPath }); if (GamingList != null && GamingList.Length > 0) { for (int iGame = 0; iGame < GamingList.Length; iGame++) { string gamingPath = GamingList[iGame]; string assetPath = AssetDatabase.GUIDToAssetPath(GamingList[iGame]); if (assetPath.Contains("Area")) { continue; } m_GamingMapList.Add(assetPath); } } return(m_GamingMapList); }
/// <summary> /// 初始化 /// </summary> public void Init() { m_GamingSetting = GamingMapEditorUtility.GetGamingMapEditorSetting(); m_MapSetting = MapEditorUtility.GetMapEditorSetting(); m_SelectIndex = -1; m_GuiStyle = new GUIStyle(); m_GuiStyle.fontSize = 20; m_GuiStyle.fontStyle = FontStyle.BoldAndItalic; m_GuiContentArray = new GUIContent[] { new GUIContent("创建地图配置"), new GUIContent("打开地图配置列表"),new GUIContent("创建地图") }; m_GamingMapPath = m_GamingSetting.m_GamingMapPath; m_GamingMapTemplete = m_GamingSetting.m_GamingMapTemplete; m_GamingAreaTemplete = m_GamingSetting.m_GamingAreaTemplete; m_ConfigPath = m_GamingSetting.m_ConfigPath; m_JsonPath = m_GamingSetting.m_JsonPath; m_CreatureTempletePath = m_GamingSetting.m_CreatureTempletePath; m_LocationTempletePath = m_GamingSetting.m_LocationTempletePath; m_LeapTempletePath = m_GamingSetting.m_LeapTempletePath; m_TriggerTempletePath = m_GamingSetting.m_TriggerTempletePath; m_MaxShipPath = m_GamingSetting.m_MaxShipPath; m_StarMapPath = m_GamingSetting.m_StarMapPath; m_SpacecraftPropertyPath = m_GamingSetting.m_SpacecraftPropertyPath; m_MapTempletePath = m_MapSetting.m_MapTempletePath; m_TreasurePrefabSavePath = m_MapSetting.m_TreasurePrefabSavePath; m_MapSavePath = m_MapSetting.m_MapSavePath; m_AreaSpawnerTempletePath = m_MapSetting.m_AreaSpawnerTempletePath; m_ColliderSavePath = m_MapSetting.m_ColliderSavePath; m_ColliderSavePathCopy = m_MapSetting.m_ColliderSavePathCopy; m_MineralPrefabSavePath = m_MapSetting.m_MineralPrefabSavePath; /*m_GamingMapPath = PlayerPrefsUtility.GetString(Constants.GAMINGMAP_SAVE_PATH); m_GamingMapTemplete = PlayerPrefsUtility.GetString(Constants.GAMINGMAP_TEMPLETE_PATH); m_GamingAreaTemplete = PlayerPrefsUtility.GetString(Constants.GAMINGAREA_TEMPLETE_PATH); m_ConfigPath = PlayerPrefsUtility.GetString(Constants.CONFIG_PATH); m_JsonPath = PlayerPrefsUtility.GetString(Constants.SAVEJSON_PATH); m_CreatureTempletePath = PlayerPrefsUtility.GetString(Constants.CREATURE_TEMPLETE_PATH); m_LocationTempletePath = PlayerPrefsUtility.GetString(Constants.LOCATION_TEMPLETE_PATH); m_MapTempletePath = PlayerPrefsUtility.GetString(Constants.MAP_TEMPLETE_PATH); m_MapSavePath = PlayerPrefsUtility.GetString(Constants.MAP_SAVE_PATH); m_AreaSpawnerTempletePath = PlayerPrefsUtility.GetString(Constants.AREASPAWNER_TEMPLETE_PATH);*/ }
/// <summary> /// 创建GameArea /// </summary> /// <param name="areaSpawner"></param> private void CreateGamingArea(AreaSpawner areaSpawner) { string areaTemplete = ""; GamingMapEditorSetting gamingSetting = GamingMapEditorUtility.GetGamingMapEditorSetting(); if (gamingSetting != null) { areaTemplete = gamingSetting.m_GamingAreaTemplete; } GameObject areaTempleteAsset = AssetDatabase.LoadAssetAtPath <GameObject>(areaTemplete); GameObject obj = Instantiate(areaTempleteAsset); obj.name = string.Format("Area_{0}", areaSpawner.GetAreaId()); obj.transform.SetParent(transform); GamingMapArea area = obj.GetComponent <GamingMapArea>(); if (area == null) { area = obj.AddComponent <GamingMapArea>(); } area.Init(areaSpawner, this); m_GamingAreaList.Add(area); }
public void LoadGamingMapArea(AreaSpawner areaSpawner, bool closeOtherArea = true) { if (areaSpawner == null) { return; } string m_AreaScenePath = string.Format("{0}/GamingMapArea_{1}_{2}.unity", GetOwnerAreaPath(), m_Uid, areaSpawner.GetAreaId()); if (string.IsNullOrEmpty(m_AreaScenePath)) { Debug.LogError("m_AreaScenePath == null"); return; } GamingMapArea[] areaArray = UnityEngine.Object.FindObjectsOfType <GamingMapArea>(); if (areaArray != null && areaArray.Length > 0) { for (int iArea = 0; iArea < areaArray.Length; iArea++) { GamingMapArea area = areaArray[iArea]; if (area != null && area.m_AreaId == areaSpawner.GetAreaId()) { //Debug.LogError(string.Format("{0}Area已导入", area.m_AreaId)); return; } } } if (closeOtherArea) { SaveOtherGamingArea(); } string areaScenePath = m_AreaScenePath.Replace("Assets", Application.dataPath); Scene areaScene; if (!File.Exists(areaScenePath)) { string gamingAreaPath = ""; GamingMapEditorSetting gamingSetting = GamingMapEditorUtility.GetGamingMapEditorSetting(); if (gamingSetting != null) { gamingAreaPath = gamingSetting.m_GamingAreaTemplete; } areaScene = EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Additive); GameObject areaTempleteAsset = AssetDatabase.LoadAssetAtPath <GameObject>(gamingAreaPath); GameObject gamingArea = GameObject.Instantiate(areaTempleteAsset); GamingMapArea mapArea = gamingArea.GetComponent <GamingMapArea>(); mapArea.Init(areaSpawner, this); EditorSceneManager.MoveGameObjectToScene(gamingArea, areaScene); EditorSceneManager.SaveScene(areaScene, m_AreaScenePath); EditorSceneManager.CloseScene(areaScene, true); AssetDatabase.Refresh(); } areaScene = EditorSceneManager.OpenScene(m_AreaScenePath, OpenSceneMode.Additive); if (areaScene != null) { GamingMapArea mapArea = null; GameObject[] rootObjs = areaScene.GetRootGameObjects(); if (rootObjs != null && rootObjs.Length > 0) { for (int rIndex = 0; rIndex < rootObjs.Length; rIndex++) { mapArea = rootObjs[rIndex].GetComponent <GamingMapArea>(); if (mapArea != null) { break; } } } if (mapArea != null) { EditorSceneManager.MoveGameObjectToScene(mapArea.gameObject, GetOwnerScene()); mapArea.transform.SetParent(transform); } EditorSceneManager.CloseScene(areaScene, true); } }
private void OnGUI() { m_GamingSetting = GamingMapEditorUtility.GetGamingMapEditorSetting(); m_MapSetting = MapEditorUtility.GetMapEditorSetting(); GUILayout.BeginVertical(); m_SelectIndex = GUILayout.SelectionGrid(m_SelectIndex, m_GuiContentArray,2,GUILayout.Height(100)); OnClickGrid(m_SelectIndex); GUILayout.BeginVertical("box"); EditorGUILayout.LabelField("GamingMap设置:", m_GuiStyle); GUILayout.Space(5); GUILayout.BeginHorizontal("box"); EditorGUILayout.LabelField("GamingMap保存路径:", m_GamingMapPath); //GUILayout.FlexibleSpace(); if (GUILayout.Button("选择")) { m_GamingMapPath = MapEditorUtility.OpenFloderPanel(); m_GamingMapPath = MapEditorUtility.GetRelativePath(m_GamingMapPath); m_GamingSetting.m_GamingMapPath = m_GamingMapPath; //PlayerPrefsUtility.SetString(Constants.GAMINGMAP_SAVE_PATH, m_GamingMapPath); } GUILayout.EndHorizontal(); GUILayout.BeginHorizontal("box"); EditorGUILayout.LabelField("GamingMap模板:", m_GamingMapTemplete); if (GUILayout.Button("选择")) { m_GamingMapTemplete = MapEditorUtility.OpenFilePanel("", "unity"); m_GamingMapTemplete = MapEditorUtility.GetRelativePath(m_GamingMapTemplete); m_GamingSetting.m_GamingMapTemplete = m_GamingMapTemplete; //PlayerPrefsUtility.SetString(Constants.GAMINGMAP_TEMPLETE_PATH, m_GamingMapTemplete); } GUILayout.EndHorizontal(); GUILayout.BeginHorizontal("box"); EditorGUILayout.LabelField("GamingMapArea模板",m_GamingAreaTemplete); if(GUILayout.Button("选择")) { m_GamingAreaTemplete = MapEditorUtility.OpenFilePanel("", "prefab"); m_GamingAreaTemplete = MapEditorUtility.GetRelativePath(m_GamingAreaTemplete); m_GamingSetting.m_GamingAreaTemplete = m_GamingAreaTemplete; //PlayerPrefsUtility.SetString(Constants.GAMINGAREA_TEMPLETE_PATH, m_GamingAreaTemplete); } GUILayout.EndHorizontal(); GUILayout.BeginHorizontal("box"); EditorGUILayout.LabelField("配置表路径", m_ConfigPath); if (GUILayout.Button("选择")) { m_ConfigPath = MapEditorUtility.OpenFloderPanel(""); m_ConfigPath = MapEditorUtility.GetRelativePath(m_ConfigPath); m_GamingSetting.m_ConfigPath = m_ConfigPath; //PlayerPrefsUtility.SetString(Constants.CONFIG_PATH, m_ConfigPath); } GUILayout.EndHorizontal(); GUILayout.BeginHorizontal("box"); EditorGUILayout.LabelField("Json保存路径", m_JsonPath); if (GUILayout.Button("选择")) { m_JsonPath = MapEditorUtility.OpenFloderPanel(""); m_JsonPath = MapEditorUtility.GetRelativePath(m_JsonPath); m_GamingSetting.m_JsonPath = m_JsonPath; //PlayerPrefsUtility.SetString(Constants.SAVEJSON_PATH, m_JsonPath); } GUILayout.EndHorizontal(); GUILayout.BeginHorizontal("box"); EditorGUILayout.LabelField("Creature模板", m_CreatureTempletePath); if (GUILayout.Button("选择")) { m_CreatureTempletePath = MapEditorUtility.OpenFilePanel("","prefab"); m_CreatureTempletePath = MapEditorUtility.GetRelativePath(m_CreatureTempletePath); m_GamingSetting.m_CreatureTempletePath = m_CreatureTempletePath; //PlayerPrefsUtility.SetString(Constants.CREATURE_TEMPLETE_PATH, m_CreatureTempletePath); } GUILayout.EndHorizontal(); GUILayout.BeginHorizontal("box"); EditorGUILayout.LabelField("Location模板", m_LocationTempletePath); if (GUILayout.Button("选择")) { m_LocationTempletePath = MapEditorUtility.OpenFilePanel("", "prefab"); m_LocationTempletePath = MapEditorUtility.GetRelativePath(m_LocationTempletePath); m_GamingSetting.m_LocationTempletePath = m_LocationTempletePath; } GUILayout.EndHorizontal(); GUILayout.BeginHorizontal("box"); EditorGUILayout.LabelField("Leap模板", m_LeapTempletePath); if (GUILayout.Button("选择")) { m_LeapTempletePath = MapEditorUtility.OpenFilePanel("", "prefab"); m_LeapTempletePath = MapEditorUtility.GetRelativePath(m_LeapTempletePath); m_GamingSetting.m_LeapTempletePath = m_LeapTempletePath; } GUILayout.EndHorizontal(); GUILayout.BeginHorizontal("box"); EditorGUILayout.LabelField("Trigger模板", m_TriggerTempletePath); if (GUILayout.Button("选择")) { m_TriggerTempletePath = MapEditorUtility.OpenFilePanel("", "prefab"); m_TriggerTempletePath = MapEditorUtility.GetRelativePath(m_TriggerTempletePath); m_GamingSetting.m_TriggerTempletePath = m_TriggerTempletePath; } GUILayout.EndHorizontal(); GUILayout.BeginHorizontal("box"); EditorGUILayout.LabelField("最大战舰", m_MaxShipPath); if (GUILayout.Button("选择")) { m_MaxShipPath = MapEditorUtility.OpenFilePanel("", "prefab"); m_MaxShipPath = MapEditorUtility.GetRelativePath(m_MaxShipPath); m_GamingSetting.m_MaxShipPath = m_MaxShipPath; } GUILayout.EndHorizontal(); GUILayout.BeginHorizontal("box"); EditorGUILayout.LabelField("星图保存路径", m_StarMapPath); if (GUILayout.Button("选择")) { m_StarMapPath = MapEditorUtility.OpenFloderPanel(""); m_StarMapPath = MapEditorUtility.GetRelativePath(m_StarMapPath); m_GamingSetting.m_StarMapPath = m_StarMapPath; } GUILayout.EndHorizontal(); GUILayout.BeginHorizontal("box"); EditorGUILayout.LabelField("战舰属性保存路径", m_SpacecraftPropertyPath); if (GUILayout.Button("选择")) { m_SpacecraftPropertyPath = MapEditorUtility.OpenFloderPanel(""); m_SpacecraftPropertyPath = MapEditorUtility.GetRelativePath(m_SpacecraftPropertyPath); m_GamingSetting.m_SpacecraftPropertyPath = m_SpacecraftPropertyPath; } GUILayout.EndHorizontal(); GUILayout.EndVertical(); GUILayout.Space(20); //Map的相关配置 GUILayout.BeginVertical("box"); EditorGUILayout.LabelField("Map设置:", m_GuiStyle); GUILayout.Space(5); GUILayout.BeginHorizontal("box"); EditorGUILayout.LabelField("地图模板路径", m_MapTempletePath); if (GUILayout.Button("选择")) { m_MapTempletePath = MapEditorUtility.OpenFilePanel("", "unity"); m_MapTempletePath = MapEditorUtility.GetRelativePath(m_MapTempletePath); m_MapSetting.m_MapTempletePath = m_MapTempletePath; //PlayerPrefsUtility.SetString(Constants.MAP_TEMPLETE_PATH, m_MapTempletePath); } GUILayout.EndHorizontal(); GUILayout.BeginHorizontal("box"); EditorGUILayout.LabelField("地图保存路径:", m_MapSavePath); if (GUILayout.Button("选择")) { m_MapSavePath = MapEditorUtility.OpenFloderPanel(); m_MapSavePath = MapEditorUtility.GetRelativePath(m_MapSavePath); m_MapSetting.m_MapSavePath = m_MapSavePath; //PlayerPrefsUtility.SetString(Constants.MAP_SAVE_PATH, m_MapSavePath); } GUILayout.EndHorizontal(); GUILayout.BeginHorizontal("box"); EditorGUILayout.LabelField("AreaSpawner模板路径:", m_AreaSpawnerTempletePath); if (GUILayout.Button("选择")) { m_AreaSpawnerTempletePath = MapEditorUtility.OpenFilePanel("", "prefab"); m_AreaSpawnerTempletePath = MapEditorUtility.GetRelativePath(m_AreaSpawnerTempletePath); m_MapSetting.m_AreaSpawnerTempletePath = m_AreaSpawnerTempletePath; } GUILayout.EndHorizontal(); GUILayout.BeginHorizontal("box"); EditorGUILayout.LabelField("碰撞体保存路径:", m_ColliderSavePath); if (GUILayout.Button("选择")) { m_ColliderSavePath = MapEditorUtility.OpenFloderPanel(""); m_ColliderSavePath = MapEditorUtility.GetRelativePath(m_ColliderSavePath); m_MapSetting.m_ColliderSavePath = m_ColliderSavePath; } GUILayout.EndHorizontal(); GUILayout.BeginHorizontal("box"); EditorGUILayout.LabelField("碰撞体备份保存路径:", m_ColliderSavePathCopy); if (GUILayout.Button("选择")) { m_ColliderSavePathCopy = MapEditorUtility.OpenFloderPanel(""); m_ColliderSavePathCopy = MapEditorUtility.GetRelativePath(m_ColliderSavePathCopy); m_MapSetting.m_ColliderSavePathCopy = m_ColliderSavePathCopy; } GUILayout.EndHorizontal(); GUILayout.BeginHorizontal("box"); EditorGUILayout.LabelField("寻宝预设保存路径:", m_TreasurePrefabSavePath); if (GUILayout.Button("选择")) { m_TreasurePrefabSavePath = MapEditorUtility.OpenFloderPanel(""); m_TreasurePrefabSavePath = MapEditorUtility.GetRelativePath(m_TreasurePrefabSavePath); m_MapSetting.m_TreasurePrefabSavePath = m_TreasurePrefabSavePath; } GUILayout.EndHorizontal(); GUILayout.BeginHorizontal("box"); EditorGUILayout.LabelField("挖矿预设保存路径:", m_MineralPrefabSavePath); if (GUILayout.Button("选择")) { m_MineralPrefabSavePath = MapEditorUtility.OpenFloderPanel(""); m_MineralPrefabSavePath = MapEditorUtility.GetRelativePath(m_MineralPrefabSavePath); m_MapSetting.m_MineralPrefabSavePath = m_MineralPrefabSavePath; } GUILayout.EndHorizontal(); GUILayout.EndVertical(); GUILayout.EndVertical(); EditorUtility.SetDirty(m_MapSetting); EditorUtility.SetDirty(m_GamingSetting); }
private void OnGUI() { GUILayout.BeginHorizontal("box"); EditorGUILayout.LabelField("关联地图Scene:", m_RelationScene); if (m_HasSelect) { if (GUILayout.Button("收起", GUILayout.Width(100))) { m_HasSelect = false; } GUILayout.EndHorizontal(); m_VerticalPos = GUILayout.BeginScrollView(m_VerticalPos); GUILayout.BeginVertical("box"); if (m_RelationSceneList != null && m_RelationSceneList.Count > 0) { for (int iRelation = 0; iRelation < m_RelationSceneList.Count; iRelation++) { string[] splitPath = m_RelationSceneList[iRelation].Split('/'); if (splitPath != null && splitPath.Length > 0) { string showPath = splitPath[splitPath.Length - 1]; if (!string.IsNullOrEmpty(showPath)) { showPath = showPath.Replace(".unity", ""); if (GUILayout.Button(showPath)) { m_RelationScene = m_RelationSceneList[iRelation]; m_HasSelect = false; } } } } } else { GUILayout.Label("未找到关联的Scene"); } GUILayout.EndVertical(); GUILayout.EndScrollView(); } else { if (GUILayout.Button("选择", GUILayout.Width(100))) { m_HasSelect = true; } GUILayout.EndHorizontal(); } GUILayout.BeginVertical("box"); m_GamingMapId = EditorGUILayout.TextField("GamingMap Id:", m_GamingMapId); m_GamingMapName = EditorGUILayout.TextField("名称:", m_GamingMapName); //m_GamingMapType = (GamingMapType)EditorGUILayout.EnumPopup("类型:", m_GamingMapType); m_SelectTypeIndex = EditorGUILayout.Popup(new GUIContent("类型:"), m_SelectTypeIndex, EditorGamingMapData.GAMINGMAPTYPE_NAME); m_GamingMapType = (GamingMapType)m_SelectTypeIndex; if (GUILayout.Button("创建")) { if (m_RelationScene == null) { EditorUtility.DisplayDialog("提示", "请选择关联地图Scene", "确定"); return; } uint mapId; if (!uint.TryParse(m_GamingMapId, out mapId)) { EditorUtility.DisplayDialog("提示", "GamingMap id格式错误", "确定"); return; } if (string.IsNullOrEmpty(m_GamingMapName)) { EditorUtility.DisplayDialog("提示", "名称不能为空", "确定"); return; } string mapPath = ""; GamingMapEditorSetting gamingSetting = GamingMapEditorUtility.GetGamingMapEditorSetting(); if (gamingSetting != null) { mapPath = string.Format("{0}/GamingMap_{1}.unity", MapEditorUtility.GetFullPath(gamingSetting.m_GamingMapPath), mapId); } if (File.Exists(mapPath)) { EditorUtility.DisplayDialog("提示", "该GamingMap已存在", "确定"); return; } List <Scene> openScenes = new List <Scene>(); for (int iScene = 0; iScene < EditorSceneManager.sceneCount; iScene++) { Scene sceneTmp = EditorSceneManager.GetSceneAt(iScene); openScenes.Add(sceneTmp); } SaveOpenScene(); //打开对应的map 找到mapid 创建Gamingmap 初始化GamingMap和Area Scene scene = EditorSceneManager.OpenScene(m_RelationScene, OpenSceneMode.Additive); Map map = null; GameObject[] objs = scene.GetRootGameObjects(); if (objs != null && objs.Length > 0) { for (int iObj = 0; iObj < objs.Length; iObj++) { map = objs[iObj].GetComponent <Map>(); if (map != null) { break; } } } //string gamingPath = PlayerPrefsUtility.GetString(Constants.GAMINGMAP_TEMPLETE_PATH); string gamingPath = ""; if (gamingSetting != null) { gamingPath = MapEditorUtility.GetFullPath(gamingSetting.m_GamingMapTemplete); gamingPath += "/"; } FileUtil.CopyFileOrDirectory(gamingPath, mapPath); AssetDatabase.ImportAsset(mapPath); Scene exportScene = EditorSceneManager.OpenScene(mapPath, OpenSceneMode.Additive); GameObject[] exportObjs = exportScene.GetRootGameObjects(); if (exportObjs != null && exportObjs.Length > 0) { for (int iExport = 0; iExport < exportObjs.Length; iExport++) { GamingMap gamingMap = exportObjs[iExport].GetComponent <GamingMap>(); if (gamingMap != null) { gamingMap.Init(mapId, map.Uid, m_GamingMapName, m_GamingMapType, map.GetAreaSpawnerList()); break; } } } SceneManager.SetActiveScene(exportScene); EditorSceneManager.SaveScene(exportScene); EditorSceneManager.CloseScene(scene, true); if (openScenes != null && openScenes.Count > 0) { for (int iOpen = 0; iOpen < openScenes.Count; iOpen++) { Scene openScene = openScenes[iOpen]; EditorSceneManager.SaveScene(openScene); EditorSceneManager.CloseScene(openScene, true); } } } GUILayout.EndVertical(); }