static void SceneLoaded(UnityEngine.SceneManagement.Scene scene, UnityEditor.SceneManagement.OpenSceneMode mode) { BuildTargetGroup[] targetGroups = { BuildTargetGroup.Android, BuildTargetGroup.iOS, BuildTargetGroup.Standalone }; foreach (BuildTargetGroup grp in targetGroups) { string defines = PlayerSettings.GetScriptingDefineSymbolsForGroup(grp); if (scene.name.Contains("Server")) { if (defines != "") { defines += ";"; } defines += "SCENE_HOST"; } else { if (defines.Contains("SCENE_HOST")) { defines = defines.Replace(";SCENE_HOST", ""); defines = defines.Replace("SCENE_HOST", ""); } } PlayerSettings.SetScriptingDefineSymbolsForGroup(grp, defines); } }
//Callback when scene is opened static void OnSceneOpened(UnityEngine.SceneManagement.Scene scene, UnityEditor.SceneManagement.OpenSceneMode mode) { if (debug) { UnityEngine.Debug.Log("Callback open call"); } UpdateDatabase(ActionType: "Open scene", Modality: "", Target: scene.name); }
static void SceneOpenedCallback(Scene scene, UnityEditor.SceneManagement.OpenSceneMode mode) { // refresh window when scene is opened to display content images correctly if (null != VRCSdkControlPanel.window) { VRCSdkControlPanel.window.Reset(); } }
static void CheckForSceneScript(UnityEngine.SceneManagement.Scene scene, UnityEditor.SceneManagement.OpenSceneMode mode) { GameObject go = GameObject.Find(scene.name); if (!scene.name.Contains(MISSION_SCENE_NAME)) { if (go == null) { new GameObject(scene.name); } } return; }
static void OnSceneOpened(UnityEngine.SceneManagement.Scene scene, UnityEditor.SceneManagement.OpenSceneMode mode) { CheckForSceneScript(scene, mode); string path = Application.dataPath + SCENE_ROOT_PATH; if (!Directory.Exists(path)) { Debug.LogWarning("Can`t find Assets/Scene. Make sure already execute Assets/Framework/Initialize Framework Directory"); Debug.LogWarning("Cuureent setted path: " + path); return; } string [] files = Directory.GetFiles(path, "*.unity", SearchOption.AllDirectories); EditorBuildSettingsScene [] scenes = new EditorBuildSettingsScene [files.Length]; for (int i = 0; i < files.Length; ++i) { string scenePath = files [i]; scenePath = scenePath.Replace("\\", "/"); scenePath = scenePath.Substring(scenePath.IndexOf("Assets" + SCENE_ROOT_PATH)); scenes [i] = new EditorBuildSettingsScene(scenePath, true); scenes [i].enabled = false; if (files [i].Contains(SceneLookup.GetString(SceneLookupEnum.World_GameRoot))) // == GameRoot { scenes [i].enabled = true; } } EditorBuildSettings.scenes = scenes; if (scenes.Length == 0) { Debug.LogWarning("Generated new build setting contain 0 scene, please check path of scene root"); } Debug.Log("Generated new build setting for scenes"); for (int i = 0; i < scenes.Length; ++i) { Debug.Log("No." + i + "-- Scene Path: " + scenes [i].path); } }
private static void SceneOpened(UnityEngine.SceneManagement.Scene scene, UnityEditor.SceneManagement.OpenSceneMode mode) { if (!(scene.path.Contains("TobiiPro") && scene.path.Contains("Examples"))) { return; } if (_vrScenes.Contains(scene.name)) { if (!VRSupported) { if (EditorUtility.DisplayDialog( title: _dialogTitle, message: "This demo scene requires enabling Unity virtual reality support.", ok: "Enable VR support", cancel: "Cancel")) { VRSupported = true; } } #if UNITY_2018_1_OR_NEWER // Redundant callback removal to avoid lingering attached methods. EditorApplication.update -= CheckPackageInstallation; EditorApplication.update -= CheckListCompletion; EditorApplication.update -= CheckIfWeHaveOpenVRPackage; if (VRSupported) { EditorApplication.update += CheckIfWeHaveOpenVRPackage; } #endif } else if (_screenBasedScenes.Contains(scene.name) && VRSupported) { if (EditorUtility.DisplayDialog( title: _dialogTitle, message: "This demo scene should not have Unity virtual reality support enabled.", ok: "Disable VR support", cancel: "Cancel")) { VRSupported = false; } } }
//static void SceneOpeningCallback(string path, UnityEditor.SceneManagement.OpenSceneMode mode) static void SceneOpenedCallback(Scene scene, UnityEditor.SceneManagement.OpenSceneMode mode) { // Only even attempt mirror check if we are looking at a sample scene. if (!scene.name.Contains("Example") && !scene.name.Contains("Sample")) { return; } //if (_mode == UnityEditor.SceneManagement.OpenSceneMode.) // get root objects in scene List <GameObject> rootObjects = new List <GameObject>(); //Scene scene = SceneManager.GetActiveScene(); scene.GetRootGameObjects(rootObjects); /// Need to make sure all NetIds have been converted before converting NM if (!mirrorNetIdAlreadyAddedToResources) { Debug.Log("Mirror NetId being added to all resources that have UNET NetId"); AddMirrorNetIdToResources(); mirrorNetIdAlreadyAddedToResources = true; } // iterate root objects and do something for (int i = 0; i < rootObjects.Count; ++i) { GameObject go = rootObjects[i]; if (go) { var mc = go.GetComponent <MirrorCheck>(); { if (mc) { mc.AddMirrorNetManager(); } } } } }
static void OnSceneOpenedCallback(UnityEngine.SceneManagement.Scene scene, UnityEditor.SceneManagement.OpenSceneMode mode) { if (EditorApplication.isPlayingOrWillChangePlaymode) { return; } // return until hot reload is enabled return; // Update scene name. sSceneName = UnityEditor.SceneManagement.EditorSceneManager.GetActiveScene().name; sIsSceneDirty = false; sPrefabMap.Clear(); sMeshMap.Clear(); sMaterialMap.Clear(); sShaderMap.Clear(); sTextureMap.Clear(); CollectSceneInfo(sPrefabMap, sMeshMap, sMaterialMap, sShaderMap, sTextureMap); }
static void CheckForSceneScript(UnityEngine.SceneManagement.Scene scene, UnityEditor.SceneManagement.OpenSceneMode mode) { //GameObject[] gameObjects= scene.GetRootGameObjects(); //bool isExistSceneRootGameobject = false; //foreach (GameObject go in gameObjects) //{ // if(go.name.IndexOf( scene.name) != -1) // { // isExistSceneRootGameobject = true; // } //} GameObject go = GameObject.Find(scene.name); if (go == null) { new GameObject(scene.name); } return; }
private void OnSceneOpening(string path, UnityEditor.SceneManagement.OpenSceneMode mode) { // when reopen scene/new scene in Editor Not-Playing Mode m_isOpeningScene = true; //Debug.LogError($"OnSceneOpening {path} {mode}"); }
// _-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_ #region SCENE EDITOR EVENTS DELEGATES static void SceneOpenedCallback(Scene _scene, UnityEditor.SceneManagement.OpenSceneMode _mode) { log("SCENE LOADED"); LoadOrCreate(); }
static void SceneOpenedCallback(Scene _scene, UnityEditor.SceneManagement.OpenSceneMode _mode) { }
private static void OnSceneOpenedCallback(UnityEngine.SceneManagement.Scene scene, UnityEditor.SceneManagement.OpenSceneMode mode) { if (mode != UnityEditor.SceneManagement.OpenSceneMode.Single) { return; } if (string.IsNullOrEmpty(scene.name)) { return; } CurrentOpenedSceneName = scene.name; }
private static void OnSceneOpening(string path, UnityEditor.SceneManagement.OpenSceneMode mode) { CommonHybridUtils.ClearSpriteRendererGroup(); }
static void onSceneOpen(UnityEngine.SceneManagement.Scene scene, UnityEditor.SceneManagement.OpenSceneMode mode) { TerminalDialog.CloseWindow(); }
private void SceneOpened(UnityEngine.SceneManagement.Scene scene, UnityEditor.SceneManagement.OpenSceneMode mode) { isDirty = true; Update(); }
private static void SceneOpenedCallback(Scene scene, UnityEditor.SceneManagement.OpenSceneMode mode) { PeekLogic.UpdateSceneGameObjectFromSceneLoad(scene); }
// When scene is opened, go over all objects of same type and assign ids if missing. static void OnEditorSceneManagerSceneOpened(UnityEngine.SceneManagement.Scene scene, UnityEditor.SceneManagement.OpenSceneMode mode) { var mapHolder = UnityEngine.Object.FindObjectOfType <MapHolder>(); if (mapHolder == null) { return; } // If there is no ID set, set autogenerated ones. foreach (var sign in mapHolder.transform.GetComponentsInChildren <MapLane>()) { if (string.IsNullOrEmpty(sign.id)) { sign.id = IdGenerator.AutogenerateNextId <MapLane>(idPrefix); } } }
static void OnSceneOpened(UnityEngine.SceneManagement.Scene scene, UnityEditor.SceneManagement.OpenSceneMode mode) { CheckForSceneScript(scene, mode); UpdateSceneBuildSetting(); }
private static void SceneOpenedCallback(Scene scene, UnityEditor.SceneManagement.OpenSceneMode mode) { _gameObjectsList.Clear(); AppendAllTransformInSceneToList(scene); OnSceneLoaded?.Invoke(_gameObjectsList); }
/** オープン。 * * a_assets_path_with_extention : 「Assets」からの相対バス。拡張子付き。 * a_mode : モード。 * */ public static UnityEngine.SceneManagement.Scene Open(string a_assets_path_with_extention, UnityEditor.SceneManagement.OpenSceneMode a_mode) { return(UnityEditor.SceneManagement.EditorSceneManager.OpenScene("Assets/" + a_assets_path_with_extention, a_mode)); }
static void OnSceneLoaded(Scene scene, UnityEditor.SceneManagement.OpenSceneMode mode) { EditorUtil.DisableHasTransformed(); }
static void OnEditorSceneManagerSceneOpened(UnityEngine.SceneManagement.Scene scene, UnityEditor.SceneManagement.OpenSceneMode mode) { var mapHolder = UnityEngine.Object.FindObjectOfType <MapHolder>(); if (mapHolder == null) { return; } var existingSignals = new List <MapSignal>(mapHolder.transform.GetComponentsInChildren <MapSignal>()); int curMaxId = 0; for (int i = 0; i < existingSignals.Count; i++) { var signal = existingSignals[i]; int curId = GetNumber(signal.id); if (curId > curMaxId) { curMaxId = curId; } if (string.IsNullOrEmpty(signal.UID)) // if there is no UID set, set a random one { signal.UID = Guid.NewGuid().ToString(); } } MaxId = curMaxId; }
private void OnSceneOpened(Scene scene, UnityEditor.SceneManagement.OpenSceneMode mode) { // when reopen scene/new scene in Editor Not-Playing Mode m_isOpeningScene = false; //Debug.LogError($"OnSceneOpened {scene.name} {mode}"); }