static void RestoreCrossSceneReferences() { Scene activeScene = new Scene(); AmsMultiSceneSetup activeSetup = null; List<AmsMultiSceneSetup.SceneEntry> bakedScenes = new List<AmsMultiSceneSetup.SceneEntry>(); GetCommonParameters( ref activeScene, ref activeSetup, bakedScenes ); if ( bakedScenes.Count < 1 ) return; AmsDebug.Log( null, "Running RestoreCrossSceneReferences on Scene {0}", activeScene.name ); // Do the merge (bake) var targetCrossRefs = AmsCrossSceneReferences.GetSceneSingleton( activeScene, false ); if ( targetCrossRefs ) targetCrossRefs.ResolvePendingCrossSceneReferences(); foreach( var entry in bakedScenes ) { if ( !entry.scene.isLoaded ) { AmsDebug.LogError( activeSetup, "Could not restore cross-scene references for non-loaded scene: {0}", entry.scene.name ); continue; } var sourceCrossRefs = AmsCrossSceneReferences.GetSceneSingleton( entry.scene.scene, false ); if ( sourceCrossRefs ) sourceCrossRefs.ResolvePendingCrossSceneReferences(); } }
static void MergeScenes() { Scene activeScene = new Scene(); AmsMultiSceneSetup activeSetup = null; List<AmsMultiSceneSetup.SceneEntry> bakedScenes = new List<AmsMultiSceneSetup.SceneEntry>(); GetCommonParameters( ref activeScene, ref activeSetup, bakedScenes ); if ( bakedScenes.Count < 1 ) return; AmsDebug.Log( null, "Running MergeScenes on Scene {0}", activeScene.name ); foreach( var entry in bakedScenes ) { if ( !entry.scene.isLoaded ) { AmsDebug.LogError( activeSetup, "Could not merge non-loaded scene: {0}", entry.scene.name ); continue; } var sourceCrossRefs = AmsCrossSceneReferences.GetSceneSingleton( entry.scene.scene, false ); if ( sourceCrossRefs ) GameObject.DestroyImmediate( sourceCrossRefs.gameObject, false ); AmsDebug.Log( null, "Merging {0} into {1}", entry.scene.name, activeScene.name ); EditorSceneManager.MergeScenes( entry.scene.scene, activeScene ); } } // MergeScenes
static void MergeScenes() { Scene activeScene = new Scene(); AmsMultiSceneSetup activeSetup = null; List<AmsMultiSceneSetup.SceneEntry> bakedScenes = new List<AmsMultiSceneSetup.SceneEntry>(); GetCommonParameters( ref activeScene, ref activeSetup, bakedScenes ); if ( bakedScenes.Count < 1 ) return; AmsDebug.Log( null, "Running AMS MergeScenes on Scene {0} ({1})", activeScene.name, activeSetup.scenePath ); foreach( var entry in bakedScenes ) { if ( !entry.scene.isLoaded ) { AmsDebug.LogError( activeSetup, "Could not merge non-loaded scene: {0}", entry.scene.name ); continue; } // Merge the cross-scene references (and keep track of the merges) var bakedSceneSetup = GameObjectEx.GetSceneSingleton<AmsMultiSceneSetup>( entry.scene.scene, false ); if ( bakedSceneSetup ) AmsCrossSceneReferences.EditorBuildPipelineMergeScene( bakedSceneSetup, activeSetup ); AmsDebug.Log( null, "Running Unity MergeScenes for {0} into {1}", entry.scene.name, activeScene.name ); EditorSceneManager.MergeScenes( entry.scene.scene, activeScene ); } } // MergeScenes
/// <summary> /// Save all of the passed-in cross-scene references. The entries in the passed-in list will be removed as they are properly accounted for. /// </summary> /// <param name="editorCrossSceneRefs"></param> public static void SaveCrossSceneReferences( List<EditorCrossSceneReference> editorCrossSceneRefs ) { // Save all of the cross-scene references, removing them from our input list as we receive them for( int i = editorCrossSceneRefs.Count-1 ; i >= 0 ; --i) { var xRef = editorCrossSceneRefs[i]; AmsDebug.Log( null, "Saving Cross-Scene Reference: {0}", xRef ); try { RuntimeCrossSceneReference serializedReference = xRef.ToSerializable(); try { // Save the object var initialObject = xRef.fromProperty.objectReferenceValue; // Resolve it (this can throw exceptions) AmsCrossSceneReferenceResolver.Resolve( serializedReference ); #if UNITY_5_6_OR_NEWER xRef.fromProperty.serializedObject.UpdateIfRequiredOrScript(); #else xRef.fromProperty.serializedObject.UpdateIfDirtyOrScript(); #endif // Check to make sure it resolved properly if ( initialObject && xRef.fromProperty.objectReferenceValue != initialObject ) throw new ResolveException( string.Format("Resolve should have pointed to {0} ({1}) but instead resolved to {2} ({3})", initialObject ? initialObject.ToString() : "(null)", initialObject ? initialObject.GetInstanceID() : 0, xRef.fromProperty.objectReferenceValue, xRef.fromProperty.objectReferenceInstanceIDValue) ); } catch ( System.Exception ex ) { AmsDebug.LogError( xRef.fromObject, "Could not perform a runtime resolve on cross-scene reference {0}.\nReason: {1}. Please review Documentation.", serializedReference, ex.Message ); continue; } // Record the cross-scene reference var crossSceneRefBehaviour = AmsCrossSceneReferences.GetSceneSingleton( xRef.fromScene, true ); crossSceneRefBehaviour.AddReference( serializedReference ); // Add an updated reference map value if ( _referenceMap != null ) _referenceMap.Add( new KeyValuePair<SerializedProperty, Object>(xRef.fromProperty, xRef.fromProperty.objectReferenceValue) ); } catch ( UnityException ex ) { Debug.LogException( ex ); } } }
/// <summary> /// Given a property, let's return a runtime serializeable field string. /// </summary> /// <param name="property">The property to capture the field from</param> /// <returns>The field string which can be parsed at runtime</returns> private string ToRuntimeSerializableField(SerializedProperty property) { const string ARRAY_INDICATOR = "@ArrayIndex["; int arrayIndicatorLength = ARRAY_INDICATOR.Length; // Give us an easy sentinel value to scan for in case of arrays string parseablePropertyPath = property.propertyPath.Replace(".Array.data[", "." + ARRAY_INDICATOR); var splitPaths = parseablePropertyPath.Split('.'); System.Text.StringBuilder sb = new System.Text.StringBuilder(); for (int i = 0; i < splitPaths.Length; ++i) { string pathPiece = splitPaths[i]; bool bIsArrayIndex = pathPiece.StartsWith(ARRAY_INDICATOR); if (!bIsArrayIndex) { // Append the . if we're a nested object if (i > 0) { sb.Append('.'); } sb.Append(pathPiece); } else { // It's an array, so we're doing the index portion of @ArrayIndex[index] string indexString = pathPiece.Substring(arrayIndicatorLength, pathPiece.Length - arrayIndicatorLength - 1); int arrayIndex = 0; if (int.TryParse(indexString, out arrayIndex)) { // Arrays are of the form fieldName,arrayIndex sb.Append(','); sb.Append(arrayIndex); } else { AmsDebug.LogError(null, "Could not parse array index for property path {0}", property.propertyPath); } } } return(sb.ToString()); }
internal static void LoadScenesForMerging() { Scene activeScene = new Scene(); AmsMultiSceneSetup activeSetup = null; List<AmsMultiSceneSetup.SceneEntry> bakedScenes = new List<AmsMultiSceneSetup.SceneEntry>(); GetCommonParameters( ref activeScene, ref activeSetup, bakedScenes ); if ( bakedScenes.Count < 1 ) return; AmsDebug.Log( null, "Running LoadScenesForBaking on Scene {0}", activeScene.name ); // Now load all of the scenes foreach( var entry in bakedScenes ) { var realScene = entry.scene.scene; if ( !realScene.IsValid() ) { // This is good. This means it's not loaded yet. realScene = EditorSceneManager.OpenScene( entry.scene.editorPath, OpenSceneMode.Additive ); if ( !realScene.IsValid() ) { AmsDebug.LogError( activeSetup, "BakeScene: Scene {0} ({1}) referenced from Multi-Scene Setup in {2} is invalid.", entry.scene.editorPath, entry.scene.name, activeScene.name ); continue; } } // Let's catch this... if ( !realScene.isLoaded ) { realScene = EditorSceneManager.OpenScene( realScene.path, OpenSceneMode.Additive ); // if we're still not loaded, we're probably in trouble. if ( !realScene.isLoaded ) { AmsDebug.LogError( activeSetup, "BakeScene: Scene {0} ({1}) referenced from Multi-Scene Setup in {2} could not load.", entry.scene.editorPath, entry.scene.name, activeScene.name ); continue; } } } }