public static SceneData Create(UnityEditor.SceneAsset sceneAsset) { SceneData sceneData = new SceneData(); if (UnityEditor.AssetDatabase.TryGetGUIDAndLocalFileIdentifier(sceneAsset, out var guid, out long file)) { sceneData._id = guid; }
void ISerializationCallbackReceiver.OnBeforeSerialize() { // This needs to be in UNITY_EDITOR since we can not check prefab // status in a build. #if UNITY_EDITOR // Prevent saving if this is a prefab if (UnityEditor.PrefabUtility.GetPrefabType(this) == UnityEditor.PrefabType.Prefab) { DestinationScene = null; DestinationSceneName = string.Empty; } #endif }
public SceneField(UnityEditor.SceneAsset sceneAsset) { this.sceneAsset = sceneAsset; }
public UnityScene(int buildIndex){ this.buildIndex = buildIndex; #if UNITY_EDITOR sceneAsset = null; #endif }
public StratusSceneField(UnityEngine.SceneManagement.Scene scene) { sceneAsset = UnityEditor.AssetDatabase.LoadAssetAtPath <UnityEditor.SceneAsset>(scene.path) as UnityEditor.SceneAsset; sceneName = scene.name; }
public StratusSceneField(UnityEditor.SceneAsset asset) { sceneName = asset.name; }