Exemplo n.º 1
0
    //========================= EXPORTING =========================

    /* Main method which processing world, objects, scripts
     * and composing everything in objects which should be used
     * to save everything in xml.
     */
    private void ProcessWorld()
    {
        if (m_ScenesList == null)
        {
            m_ScenesList = new List <aScene>(UnityEditor.EditorBuildSettings.scenes.Length);
        }
        else
        {
            m_ScenesList.Clear();
        }

        string currentScene = EditorApplication.currentScene;
        aScene tmpScene;

        m_PrefabsList = ProcessPrefabs();

        //Going through all scenes which were mentioned by developer in build settings
        foreach (UnityEditor.EditorBuildSettingsScene scene in UnityEditor.EditorBuildSettings.scenes)
        {
            //If this scene is marked for building purpose
            if (scene.enabled)
            {
                tmpScene           = new aScene();
                tmpScene.objects   = new List <aPrefab>();
                tmpScene.filePath  = scene.path;
                tmpScene.sceneName = scene.path.Substring(scene.path.LastIndexOf('/') + 1);
                tmpScene.sceneName = tmpScene.sceneName.Substring(0, tmpScene.sceneName.Length - 6);

                EditorApplication.OpenScene(tmpScene.filePath);

                m_ScenesList.Add(tmpScene);
            }
        }

        EditorApplication.OpenScene(currentScene);
    }
Exemplo n.º 2
0
    //========================= EXPORTING =========================
    /* Main method which processing world, objects, scripts
     * and composing everything in objects which should be used
     * to save everything in xml.
     */
    private void ProcessWorld()
    {
        if (m_ScenesList == null)
            m_ScenesList = new List<aScene>(UnityEditor.EditorBuildSettings.scenes.Length);
        else
            m_ScenesList.Clear();

        string currentScene = EditorApplication.currentScene;
        aScene tmpScene;

        m_PrefabsList = ProcessPrefabs();

        //Going through all scenes which were mentioned by developer in build settings
        foreach (UnityEditor.EditorBuildSettingsScene scene in UnityEditor.EditorBuildSettings.scenes)
        {
            //If this scene is marked for building purpose
            if (scene.enabled)
            {
                tmpScene = new aScene();
                tmpScene.objects = new List<aPrefab>();
                tmpScene.filePath = scene.path;
                tmpScene.sceneName = scene.path.Substring(scene.path.LastIndexOf('/') + 1);
                tmpScene.sceneName = tmpScene.sceneName.Substring(0, tmpScene.sceneName.Length - 6);

                EditorApplication.OpenScene(tmpScene.filePath);

                m_ScenesList.Add(tmpScene);
            }
        }

        EditorApplication.OpenScene(currentScene);
    }