/// <summary> /// Construct from a Unity SceneSetup /// </summary> public SceneEntry(UnityEditor.SceneManagement.SceneSetup sceneSetup) { scene = new AmsSceneReference(sceneSetup.path); loadInEditor = sceneSetup.isLoaded; loadMethod = LoadMethod.Additive; }
public SceneSetup(UnityEditor.SceneManagement.SceneSetup setup, LoadSceneMode mode = LoadSceneMode.Additive) { IsActive = setup.isActive; IsLoaded = setup.isLoaded; Mode = mode; Path = setup.path; }
public static void RestoreSceneSetup() { var assetPath = PathsUtility.ConvertFullAbsolutePathToAssetPath(PathsUtility.TryGetSelectedFilePathInProjectsTab()); var loader = AssetDatabase.LoadAssetAtPath <MultiSceneSetup>(assetPath); var setups = new UnityEditor.SceneManagement.SceneSetup[loader.Setups.Count]; for (var i = 0; i < loader.Setups.Count; i++) { setups[i] = new UnityEditor.SceneManagement.SceneSetup(); setups[i].isActive = loader.Setups[i].IsActive; setups[i].isLoaded = loader.Setups[i].IsLoaded; setups[i].path = loader.Setups[i].Path; } EditorSceneManager.RestoreSceneManagerSetup(setups); }
public static extern void RestoreSceneManagerSetup(SceneSetup[] value);