private static void Internal_NewSceneCreated(Scene scene, NewSceneSetup setup, NewSceneMode mode) { if (EditorSceneManager.newSceneCreated != null) { EditorSceneManager.newSceneCreated(scene, setup, mode); } }
private static void Internal_NewSceneCreated(Scene scene, NewSceneSetup setup, NewSceneMode mode) { if (newSceneCreated != null) { newSceneCreated(scene, setup, mode); } }
public override void Action(int instanceId, string pathName, string resourceFile) { var o = CreateScript(pathName, resourceFile); AssetDatabase.SetLabels(o, new[] { "Layer" }); var fileNameWithoutExtension = Path.GetFileNameWithoutExtension(pathName); var className = fileNameWithoutExtension.Replace(" ", string.Empty); className = className.Replace("Layer", ""); // DataFramework.nextLayerPath = pathName; AssetDatabase.ImportAsset(pathName, ImportAssetOptions.ForceUpdate); ProjectWindowUtil.ShowCreatedAsset(o); AssetDatabase.Refresh(); ProcEditorSceneObserve.name = $"Assets/Scenes/Scene {className}.unity"; // ProcEditorSceneObserve.script = o as MonoScript; EditorSceneManager.newSceneCreated += ProcEditorSceneObserve.SceneCreating; const NewSceneSetup setup = NewSceneSetup.EmptyScene; var scene = EditorSceneManager.NewScene(setup); EditorSceneManager.SaveScene(scene, ProcEditorSceneObserve.name); }
private static void EditorSceneManagerOnNewSceneCreated(Scene scene, NewSceneSetup setup, NewSceneMode mode) { SetupCameras(); SetupLights(); // SetupUI(); SetupWorld(); }
void OnNewSceneCreated(Scene scene, NewSceneSetup setup, NewSceneMode mode) { if (!currentItem.isMainStage) { GoToMainStage(false, Analytics.ChangeType.GoToMainViaNewSceneCreated); } }
private static void ResetSceneInfo(Scene scene, NewSceneSetup setup, NewSceneMode mode) { currentScene = scene; currentSceneName = " < Untitled > "; currentSceneFolderPath = ""; SetDefaultExportPath(); }
private static void SceneCreated(Scene scene, NewSceneSetup setup, NewSceneMode mode) { var camGO = Camera.main.transform; var lightGO = GameObject.Find("Directional Light").transform; var setupFolder = new GameObject("[SETUP]").transform; var lights = new GameObject("Lights").transform; lights.parent = setupFolder; lightGO.parent = lights; var cam = new GameObject("Cameras").transform; cam.parent = setupFolder; camGO.parent = cam; var world = new GameObject("[WORLD]").transform; new GameObject("Static").transform.parent = world; new GameObject("Dynamic").transform.parent = world; new GameObject("[UI]"); Debug.Log("NEW SCENE CREATED"); }
private static void NewSceneCreated(Scene scene, NewSceneSetup newSceneSetup, NewSceneMode newSceneMode) { if (Simulator.Editor.Build.Running) { return; } var objects = scene.GetRootGameObjects(); for (int index = objects.Length - 1; index >= 0; --index) { Object.DestroyImmediate(objects[index]); } Debug.Log($"Removed {objects.Length} Unity Editor default new scene objects that will conflict with LGSVL Simulator"); var tempGO = new GameObject("MapHolder"); tempGO.transform.position = Vector3.zero; tempGO.transform.rotation = Quaternion.identity; var MapHolder = tempGO.AddComponent <MapHolder>(); var trafficLanes = new GameObject("TrafficLanes").transform; trafficLanes.SetParent(tempGO.transform); MapHolder.trafficLanesHolder = trafficLanes; var intersections = new GameObject("Intersections").transform; intersections.SetParent(tempGO.transform); MapHolder.intersectionsHolder = intersections; var origin = new GameObject("MapOrigin").AddComponent <MapOrigin>(); var spawn = new GameObject("SpawnInfo").AddComponent <SpawnInfo>(); Debug.Log($"Added required MapHolder, MapOrigin and SpawnInfo objects for LGSVL Simulation. Please set MapOrigin and spawn location"); }
/// <summary> /// <para>Create a new Scene.</para> /// </summary> /// <param name="setup">Whether the new Scene should use the default set of GameObjects.</param> /// <param name="mode">Whether to keep existing Scenes open.</param> /// <returns> /// <para>A reference to the new Scene.</para> /// </returns> public static Scene NewScene(NewSceneSetup setup, [DefaultValue("NewSceneMode.Single")] NewSceneMode mode) { Scene scene; INTERNAL_CALL_NewScene(setup, mode, out scene); return(scene); }
public static void SceneCreating(Scene scene, NewSceneSetup setup, NewSceneMode mode) { if (BuildPipeline.isBuildingPlayer) { return; } if (Camera.main == null) { return; } var camGO = Camera.main.gameObject; var light = GameObject.Find("Directional Light"); if (light != null) { GameObject.DestroyImmediate(light.gameObject); } GameObject.DestroyImmediate(camGO); new GameObject("[SETUP]"); var s = new GameObject("[SCENE]"); var d = new GameObject("Dynamic"); d.transform.parent = s.transform; Debug.Log("New scene created!"); }
public static Scene NewScene(NewSceneSetup setup, [DefaultValue("NewSceneMode.Single")] NewSceneMode mode) { Scene result; EditorSceneManager.INTERNAL_CALL_NewScene(setup, mode, out result); return(result); }
private static void OnNewSceneCreated(Scene scene, NewSceneSetup setup, NewSceneMode mode) { if (mode == NewSceneMode.Single && !_autoGenerateLighting) { EditorHelper.ChangeAutoGenerateLightingState(false); } }
public override void Action(int instanceId, string pathName, string resourceFile) { NewSceneSetup setup = NewSceneSetup.EmptyScene; var scene = EditorSceneManager.NewScene(setup); EditorSceneManager.SaveScene(scene, pathName); }
public static Scene NewScene(NewSceneSetup setup) { NewSceneMode mode = NewSceneMode.Single; Scene scene; EditorSceneManager.INTERNAL_CALL_NewScene(setup, mode, out scene); return scene; }
public static Scene newScene(NewSceneSetup setup) { Scene scene = EditorSceneManager.NewScene(setup, NewSceneMode.Additive); EditorSceneManager.SetActiveScene(scene); return(scene); }
void OnNewSceneCreated(Scene scene, NewSceneSetup setup, NewSceneMode mode) { if (!(currentStage is MainStage)) { GoToMainStage(Analytics.ChangeType.GoToMainViaNewSceneCreated); } }
public static Scene NewScene(NewSceneSetup setup) { Scene result; result = NewScene(setup, NewSceneMode.Single); return(result); }
public static void SceneCreated(Scene scene, NewSceneSetup setup, NewSceneMode mode) { GameObject SetupGO = new GameObject("[SETUP]"); GameObject WorldGO = new GameObject("[WORLD]"); GameObject UI_GO = new GameObject("[UI]"); GameObject CamsGO = new GameObject("Cameras"); GameObject LightsGO = new GameObject("Lights"); GameObject StarterGO = new GameObject("Starter"); GameObject StorageGO = new GameObject("Storage"); GameObject StaticWorldGO = new GameObject("Static"); GameObject DynamicWorldGO = new GameObject("Dynamic"); GameObject InterfaceGO = new GameObject("Interface"); CamsGO.transform.SetParent(SetupGO.transform); LightsGO.transform.SetParent(SetupGO.transform); StarterGO.transform.SetParent(SetupGO.transform); StorageGO.transform.SetParent(SetupGO.transform); StaticWorldGO.transform.SetParent(WorldGO.transform); DynamicWorldGO.transform.SetParent(WorldGO.transform); InterfaceGO.transform.SetParent(UI_GO.transform); }
private void OnNewScene(Scene scene, NewSceneSetup setup, NewSceneMode mode) { if (BuildPipeline.isBuildingPlayer == false) { Close(); } }
public static Scene NewScene(NewSceneSetup setup) { NewSceneMode mode = NewSceneMode.Single; Scene result; EditorSceneManager.INTERNAL_CALL_NewScene(setup, mode, out result); return(result); }
public static Scene NewScene(NewSceneSetup setup) { Scene scene; NewSceneMode single = NewSceneMode.Single; INTERNAL_CALL_NewScene(setup, single, out scene); return(scene); }
protected virtual void SettingsTabGUI() { this.newSceneSetup = (NewSceneSetup)EditorGUILayout.EnumPopup("New Scene Setup", this.newSceneSetup); this.newSceneMode = (NewSceneMode)EditorGUILayout.EnumPopup("New Scene Mode", this.newSceneMode); this.openSceneMode = (OpenSceneMode)EditorGUILayout.EnumPopup("Open Scene Mode", this.openSceneMode); this.showPath = EditorGUILayout.Toggle("Show Path", this.showPath); this.showAddToBuild = EditorGUILayout.Toggle("Show Add To Build", this.showAddToBuild); this.askBeforeDelete = EditorGUILayout.Toggle("Ask Before Delete", this.askBeforeDelete); }
private static void EditorSceneManagerOnNewSceneCreated(Scene scene, NewSceneSetup setup, NewSceneMode mode) { if (mode == NewSceneMode.Single) { SceneVisibilityState.GeneratePersistentDataForAllLoadedScenes(); } //need to clear scene on new scene since all new scenes use the same GUID SceneVisibilityState.ClearScene(scene); }
private static void SetUpScene(Scene scene, NewSceneSetup setup, NewSceneMode mode) { // destroy new scene default camera Object.DestroyImmediate(UnityEngine.Camera.main.gameObject); GameObject go = UnityEditor.PrefabUtility.InstantiatePrefab((GameObject)UnityEditor.AssetDatabase.LoadAssetAtPath("Assets/_Development/ToolAssets/DefaultScene.prefab", typeof(GameObject))) as GameObject; UnityEditor.PrefabUtility.UnpackPrefabInstance(go, UnityEditor.PrefabUnpackMode.OutermostRoot, UnityEditor.InteractionMode.AutomatedAction); go.transform.DetachChildren(); Object.DestroyImmediate(go); }
static void OnNewSceneCreated(Scene scene, NewSceneSetup setup, NewSceneMode mode) { if (!s_CurrentInMemorySceneState.valid || mode != NewSceneMode.Single) { return; } if (s_CurrentInMemorySceneState.guid != scene.guid) { ClearInMemorySceneState(); } }
static void NewSceneCreated(Scene scene, NewSceneSetup setup, NewSceneMode mode) { if (!InHDRP() || HDProjectSettings.defaultScenePrefab == null) { return; // do not interfere outside of hdrp } if (setup == NewSceneSetup.DefaultGameObjects) { ClearScene(scene); FillScene(scene); } }
public bool InitializeMerge(GameObject prefab) { if (!EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo()) { return(false); } isMergingScene = false; MergeAction.inMergePhase = false; ObjectDictionaries.Clear(); //checkout "their" version GetTheirVersionOf(AssetDatabase.GetAssetOrScenePath(prefab)); AssetDatabase.Refresh(); ourPrefab = prefab; //Open a new Scene that will only display the prefab previouslyOpenedScene = SceneManager.GetActiveScene().path; var sceneSetup = new NewSceneSetup(); EditorSceneManager.NewScene(sceneSetup); //make the new scene empty Object.DestroyImmediate(Camera.main.gameObject); //instantiate our object in order to view it while merging ourPrefabInstance = PrefabUtility.InstantiatePrefab(prefab) as GameObject; //find all of "our" objects in the prefab var ourObjects = GetAllObjects(prefab); theirPrefab = AssetDatabase.LoadAssetAtPath(theirFilename, typeof(GameObject)) as GameObject; theirPrefab.hideFlags = HideFlags.HideAndDontSave; var theirObjects = GetAllObjects(theirPrefab); //create list of differences that have to be merged BuildAllMergeActions(ourObjects, theirObjects); if (allMergeActions.Count == 0) { AssetDatabase.DeleteAsset(theirFilename); OpenPreviousScene(); window.ShowNotification(new GUIContent("No conflict found for this prefab.")); return(false); } MergeAction.inMergePhase = true; ourPrefabInstance.Highlight(); return(true); }
protected virtual void OnEnable() { this.newSceneSetup = ( NewSceneSetup )EditorPrefs.GetInt( "SceneManager.newSceneSetup", ( int )NewSceneSetup.DefaultGameObjects); this.newSceneMode = ( NewSceneMode )EditorPrefs.GetInt("SceneManager.newSceneMode", ( int )NewSceneMode.Single); this.openSceneMode = ( OpenSceneMode )EditorPrefs.GetInt( "SceneManager.openSceneMode", ( int )OpenSceneMode.Single); this.showPath = EditorPrefs.GetBool("SceneManager.showPath", false); this.showAddToBuild = EditorPrefs.GetBool("SceneManager.showAddToBuild", true); this.askBeforeDelete = EditorPrefs.GetBool("SceneManager.askBeforeDelete", true); }
private static void NewSceneCreated(Scene scene, NewSceneSetup setup, NewSceneMode mode) { switch (setup) { // Ignore the check when the scene is explicitly empty. // This includes empty scenes in playmode tests. case NewSceneSetup.EmptyScene: break; case NewSceneSetup.DefaultGameObjects: CheckMixedRealityToolkitScene(); break; } }
private static void SetupNewScene(Scene scene, NewSceneSetup setup, NewSceneMode mode) { if (setup == NewSceneSetup.EmptyScene) { return; } var mainCamera = Camera.main?.transform; var directionalLight = GameObject.Find("Directional Light")?.transform; var ui = new GameObject("UI").transform; var logic = new GameObject("Logic").transform; var debug = new GameObject("Debug").transform; var singletons = new GameObject("Singletons").transform; var environment = new GameObject("Environment").transform; var geo = new GameObject("Geo").transform; var staticObjects = new GameObject("Static").transform; var dynamicObjects = new GameObject("Dynamic").transform; var runtime = new GameObject("Runtime").transform; var lighting = new GameObject("Lights").transform; var cameras = new GameObject("Cameras").transform; var vfx = new GameObject("VFX").transform; var audio = new GameObject("Audios").transform; var sfx = new GameObject("SFX").transform; var music = new GameObject("Music").transform; var entites = new GameObject("Entites").transform; lighting.SetParent(environment.transform); mainCamera?.SetParent(cameras.transform); debug.SetParent(logic); cameras.SetParent(environment.transform); directionalLight?.SetParent(lighting.transform); geo.SetParent(environment); singletons.SetParent(logic); staticObjects.SetParent(geo); dynamicObjects.SetParent(geo); vfx.SetParent(environment); audio.SetParent(environment); sfx.SetParent(audio); music.SetParent(audio); staticObjects.gameObject.isStatic = true; CreateSceneLogicPrefabs(logic); }
protected virtual void SettingsTabGUI() { this.scenesSource = (ScenesSource)EditorGUILayout.EnumPopup("Scenes Source", this.scenesSource); if (this.scenesSource == ScenesSource.Manual) { this.searchFolder = EditorGUILayout.TextField("Search Folder", this.searchFolder); } this.newSceneSetup = (NewSceneSetup)EditorGUILayout.EnumPopup("New Scene Setup", this.newSceneSetup); this.newSceneMode = (NewSceneMode)EditorGUILayout.EnumPopup("New Scene Mode", this.newSceneMode); this.openSceneMode = (OpenSceneMode)EditorGUILayout.EnumPopup("Open Scene Mode", this.openSceneMode); this.showPath = EditorGUILayout.Toggle("Show Path", this.showPath); this.showAddToBuild = EditorGUILayout.Toggle("Show Add To Build", this.showAddToBuild); this.askBeforeDelete = EditorGUILayout.Toggle("Ask Before Delete", this.askBeforeDelete); }
public static Scene NewScene(NewSceneSetup setup) { Scene scene; NewSceneMode single = NewSceneMode.Single; INTERNAL_CALL_NewScene(setup, single, out scene); return scene; }
/// <summary> /// <para>Create a new scene.</para> /// </summary> /// <param name="setup">Allows you to select whether or not the default set of Game Objects should be added to the new scene. See SceneManagement.NewSceneSetup for more information about the options.</param> /// <param name="mode">Allows you to select how to open the new scene, and whether to keep existing scenes in the Hierarchy. See SceneManagement.NewSceneMode for more information about the options.</param> public static Scene NewScene(NewSceneSetup setup, [DefaultValue("NewSceneMode.Single")] NewSceneMode mode) { Scene scene; EditorSceneManager.INTERNAL_CALL_NewScene(setup, mode, out scene); return scene; }
private static extern void INTERNAL_CALL_NewScene(NewSceneSetup setup, NewSceneMode mode, out Scene value);