/// <summary> /// Called when loading a scene while on the baking process /// </summary> /// <param name="scene">Scene that was loaded</param> /// <param name="mode"> Mode in which the scene was loaded </param> void OnBakeLevelOpened(Scene scene, OpenSceneMode mode) { //Update progress EditorUtility.DisplayProgressBar("Baking resources...", "Searching available resources through BuildScenes...", ((float)CurrentBakeScene) / ((float)BuildScenes.Length)); //Resources will most likely be set as inactive, so we need to obtain them using the scene manager GameObject[] Roots = UnityEngine.SceneManagement.SceneManager.GetActiveScene().GetRootGameObjects(); foreach (GameObject go in Roots) { List <Recurso> Recursos = new List <Recurso>(); go.GetComponentsInChildren <Recurso>(true, Recursos); //Need to add to the baked list foreach (Recurso r in Recursos) { IndexMap.Add(r.Codigo, scene.path); } } //Finished baking of this scene, request the next one if (BuildScenes.Length > ++CurrentBakeScene) { UnityEditor.SceneManagement.EditorSceneManager.OpenScene(BuildScenes[CurrentBakeScene].path); } else { EndBake(); } }
void OnSceneOpened(Scene scene, OpenSceneMode mode) { if (scene == null || recentScenes == null) { return; } SceneInfo sceneInfo = recentScenes.Find(x => x.scenePath == scene.path); if (sceneInfo != null) { recentScenes.Remove(sceneInfo); } else if (recentScenes.Count == RECENT_SCENES_CAPACITY) { recentScenes.RemoveAt(recentScenes.Count - 1); } recentScenes.Insert(0, new SceneInfo() { scenePath = scene.path, name = scene.name }); SaveData(); }
private void OnSceneOpened(Scene scene, OpenSceneMode mode) { if (mode == OpenSceneMode.Single) { UnselectPalette(); } }
public static Scene OpenScene(string scenePath, [DefaultValue("OpenSceneMode.Single")] OpenSceneMode mode) { Scene scene; INTERNAL_CALL_OpenScene(scenePath, mode, out scene); return(scene); }
public static Scene OpenScene(string scenePath, [DefaultValue("OpenSceneMode.Single")] OpenSceneMode mode) { Scene result; EditorSceneManager.INTERNAL_CALL_OpenScene(scenePath, mode, out result); return(result); }
private static void Internal_SceneWasOpened(Scene scene, OpenSceneMode mode) { if (sceneWasOpened != null) { sceneWasOpened(scene, mode); } }
private static void EditorSceneEventManager_OnSceneOpened(Scene scene, OpenSceneMode mode) { if (OpenSceneMode.Single != mode) { return; } ResetPluginAndTasks(); }
/// <summary> /// シーンファイルを開いた時に参照を割り当てます /// </summary> private static void OnSceneOpened(Scene scene, OpenSceneMode mode) { if (EditorApplication.isPlaying) { return; } InjectAll(); }
private static void EditorSceneManagerOnSceneOpening(string path, OpenSceneMode mode) { RevertIsolationCurrentStage(); if (mode == OpenSceneMode.Single) { SceneVisibilityState.GeneratePersistentDataForAllLoadedScenes(); } }
static void OnSceneOpened(Scene scene, OpenSceneMode mode) { if (scene.name == "Game") { return; } _loadedLevelScene.Add(scene); }
public static Scene OpenScene(string scenePath) { OpenSceneMode mode = OpenSceneMode.Single; Scene result; EditorSceneManager.INTERNAL_CALL_OpenScene(scenePath, mode, out result); return(result); }
private static void OnSceneOpened(Scene scene, OpenSceneMode mode) { RefreshReferences(); if (mode == OpenSceneMode.Single) { ShowTimeline(); } }
public static Scene OpenScene(string scenePath) { Scene scene; OpenSceneMode single = OpenSceneMode.Single; INTERNAL_CALL_OpenScene(scenePath, single, out scene); return(scene); }
void OnSceneOpened(Scene scene, OpenSceneMode open) { if (m_selectedMode != VISUALIZERMODE.None) { m_selectedMode = VISUALIZERMODE.None; m_VisualizationMaterial = null; } }
private void EditorSceneManager_sceneOpened(Scene scene, OpenSceneMode mode) { // Scene change if (scene == SceneManager.GetActiveScene()) { SetupAll(); } }
private static void SceneOpened(UnityEngine.SceneManagement.Scene scene, OpenSceneMode mode) { if (ResetOnSceneChange) { lastTimestamp = GetTimestamp(); } SceneName = EditorSceneManager.GetActiveScene().name; UpdateActivity(); }
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 IEnumerator OpenSceneAsync(string scene, OpenSceneMode sceneMode) { yield return(new WaitForEndOfFrame()); string _fileName = Path.GetFileName(scene); OpenScene(scene, sceneMode); yield return(new WaitForEndOfFrame()); }
// Play mode change callback handles the scene load/reload. private static void OnPlayModeChanged(PlayModeStateChange state) { if (!LoadMasterOnPlay) { return; } if (!EditorApplication.isPlaying && EditorApplication.isPlayingOrWillChangePlaymode) { // User pressed play -- autoload master scene. string[] tempArray = new string[SceneManager.sceneCount]; for (int i = 0; i < SceneManager.sceneCount; i++) { tempArray[i] = SceneManager.GetSceneAt(i).path; } PreviousScenes = tempArray; //PreviousScene = EditorSceneManager.GetActiveScene().path; if (EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo()) { try { EditorSceneManager.OpenScene(MasterScene); } catch { Debug.LogError(string.Format("error: scene not found: {0}", MasterScene)); EditorApplication.isPlaying = false; } } else { // User cancelled the save operation -- cancel play as well. EditorApplication.isPlaying = false; } } // isPlaying check required because cannot OpenScene while playing if (!EditorApplication.isPlaying && !EditorApplication.isPlayingOrWillChangePlaymode) { // User pressed stop -- reload previous scene. var prevScenes = PreviousScenes; for (int i = 0; i < prevScenes.Length; i++) { string path = prevScenes[i]; OpenSceneMode mode = (i == 0) ? OpenSceneMode.Single : OpenSceneMode.Additive; try { EditorSceneManager.OpenScene(path, mode); } catch { Debug.LogError(string.Format("error: scene not found: {0}", path)); } } } }
/// <summary> /// Handle <see cref="ToolbarButton"/>s addition for provided scene. /// </summary> /// <param name="scene"></param> /// <param name="mode"></param> private static void SceneOpenedCallback(Scene scene, OpenSceneMode mode) { ToolboxEditorToolbar.OnToolbarGui -= OnToolbarGui; if (scene.name != mySampleSceneName) { return; } ToolboxEditorToolbar.OnToolbarGui += OnToolbarGui; }
private static void OnSceneOpened(Scene scene, OpenSceneMode mode) { if (!_skipSceneOpen) { List <UdonBehaviour> udonBehaviours = GetAllUdonBehaviours(); RunAllUpdates(udonBehaviours); } }
private void OnEnable() { scenesSource = (ScenesSource)EditorPrefs.GetInt("SceneSwitcher.scenesSource", (int)ScenesSource.Assets); openSceneMode = (OpenSceneMode)EditorPrefs.GetInt("SceneSwitcher.openSceneMode", (int)OpenSceneMode.Single); ResetData(); LoadScenesData(); SaveScenesFromAssets(); }
static void OnSceneLoading(string path, OpenSceneMode mode) { Debug.Log("OnSceneLoading " + path + " " + mode); if (!FileModifiedChecker.CanEditFile(path)) { string message = "ERROR can't edit file " + path + " since it's currently not editable and might be locked. Further edits might be lost"; Debug.LogError(message); ShowPopup.Init(message); } }
private static void OnSceneOpened(Scene scene, OpenSceneMode mode) { if (!shouldPlay) { return; } shouldPlay = false; EditorApplication.EnterPlaymode(); }
private static void EditorUpdateManager_OnSceneOpened(Scene scene, OpenSceneMode mode) { if (OpenSceneMode.Single != mode) { return; } ResetImageLoading(); }
void SceneOpened(Scene scene, OpenSceneMode mode) { { // @TODO: This is a temporary workaround until ObjectChangeEventStream handles this // When a scene is re-loaded, we need to re-convert it. This happens for example when the changes in a scene // are discarded. GetLiveLink(scene)?.RequestCleanConversion(); } EditorUpdateUtility.EditModeQueuePlayerLoopUpdate(); }
private static void OnOpened(Scene scene, OpenSceneMode mode) { var god = EditorWindowParameter.instance; if (god.projectWasLoaded) { Debug.Log("OnOpened: " + scene.name + " (" + mode + ") excute WSPanel.SetHierarchy()"); WSPanel.SetHierarchy(); } }
private static void OnOpened(Scene scene, OpenSceneMode mode) { var targetSceneName = "SRDisplaySampleHome"; if (scene.name != targetSceneName) { return; } var splittedPath = scene.path.Split('/').ToList(); splittedPath.RemoveRange(splittedPath.Count - 3, 3); var basePath = string.Join("/", splittedPath); var addScenes = new List <string>() { }; var currentSetScenePaths = EditorBuildSettings.scenes.Select(s => s.path).ToArray(); foreach (var sceneName in _scenePaths) { if (Array.IndexOf(currentSetScenePaths, basePath + "/" + sceneName) < 0) { addScenes.Add(sceneName); } } if (addScenes.Count == 0) { return; } var messageList = new List <string>() { string.Format("Add the following scenes for this {0} Scene: ", targetSceneName), string.Format("(If you cancel this dialog, {0} does not work)\n", targetSceneName), }; messageList.AddRange(addScenes.Select(s => " - " + s)); var message = string.Join("\n", messageList); if (EditorUtility.DisplayDialog("Confirm", message, "OK")) { var currentNum = EditorBuildSettings.scenes.Length; var addNum = addScenes.Count; var result = new EditorBuildSettingsScene[currentNum + addNum]; Array.Copy(EditorBuildSettings.scenes, result, currentNum); for (var i = 0; i < addNum; i++) { result[currentNum + i] = new EditorBuildSettingsScene(basePath + "/" + addScenes[i], true); } Array.Sort(result, (a, b) => string.Compare(a.path, b.path)); EditorBuildSettings.scenes = result; } }
void OnOpened(Scene scene, OpenSceneMode mode) { if (null != datas.Find(d => d.path == scene.path)) { return; } SceneHistoryData data = new SceneHistoryData(scene.name, scene.path, mode); datas.Insert(0, data); Repaint(); }
static void OnSceneOpened(Scene scene, OpenSceneMode mode) { if (Application.isPlaying) { return; } Log("Opened editor scene " + scene.path); scenesLoadPending = true; Log("PENDING Opened editor scene " + scene.path + " " + scenesLoadPending); }
private static extern void INTERNAL_CALL_OpenScene(string scenePath, OpenSceneMode mode, out Scene value);
void OpenNextScene(OpenSceneMode openMode) { var scenePath = TryGetScenePath(_decoratedSceneProperty.stringValue); if (scenePath == null) { EditorUtility.DisplayDialog("Error", "Could not find scene with name '{0}'. Is it added to your build settings?".Fmt(_decoratedSceneProperty.stringValue), "Ok"); } else { if (openMode == OpenSceneMode.Single) { if (!EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo()) { return; } } var scene = EditorSceneManager.OpenScene(scenePath, openMode); SelectContext(scene); } }