108 lines
3.6 KiB
C#

using System.Collections.Generic;
using System.IO;
using UnityEngine;
using UnityEditor;
namespace Passer.Humanoid {
#if UNITY_EDITOR
[InitializeOnLoad]
public class HumanoidVisitors {
public static List<string> visitors = new List<string>();
static HumanoidVisitors() {
//CheckVisitors();
CheckScenes();
}
private const string fileName = "HumanoidVisitors.cs";
public static void CheckScenes() {
EditorBuildSettingsScene[] editorBuildSettingsScenes = EditorBuildSettings.scenes;
foreach (EditorBuildSettingsScene editorBuildSettingsScene in editorBuildSettingsScenes) {
string localSceneName = editorBuildSettingsScene.path;
if (!visitors.Contains(localSceneName))
visitors.Add(localSceneName);
}
}
//private static void CheckVisitors() {
// string[] names = Directory.GetFiles(Application.dataPath, "HumanoidVisitors.cs", SearchOption.AllDirectories);
// int dataPathLength = Application.dataPath.Length;
// int filenameLength = fileName.Length;
// foreach (string name in names) {
// string dirName = name.Substring(0, name.Length - filenameLength);
// string[] sceneNames = Directory.GetFiles(dirName, "*.unity");
// foreach (string sceneName in sceneNames) {
// string localSceneName = "Assets" + sceneName.Substring(dataPathLength);
// localSceneName = localSceneName.Replace('\\', '/');
// if (!visitors.Contains(localSceneName))
// visitors.Add(localSceneName);
// }
// }
//}
private static bool SceneExists(string scenePath) {
foreach (EditorBuildSettingsScene buildScene in EditorBuildSettings.scenes) {
if (buildScene.path == scenePath)
return true;
}
return false;
}
private static void AddScene(string scenePath) {
if (SceneExists(scenePath))
return;
//Debug.Log("Add " + scenePath);
EditorBuildSettingsScene[] editorBuildSettingsScenes = EditorBuildSettings.scenes;
EditorBuildSettingsScene[] newEditorBuildSettingsScenes = new EditorBuildSettingsScene[editorBuildSettingsScenes.Length + 1];
int i;
for (i = 0; i < editorBuildSettingsScenes.Length; i++) {
newEditorBuildSettingsScenes[i] = editorBuildSettingsScenes[i];
}
newEditorBuildSettingsScenes[i] = new EditorBuildSettingsScene(scenePath, true);
EditorBuildSettings.scenes = newEditorBuildSettingsScenes;
}
private static void RemoveScene(string scenePath) {
if (!SceneExists(scenePath))
return;
//Debug.Log("Remove " + scenePath);
EditorBuildSettingsScene[] editorBuildSettingsScenes = EditorBuildSettings.scenes;
EditorBuildSettingsScene[] newEditorBuildSettingsScenes = new EditorBuildSettingsScene[editorBuildSettingsScenes.Length - 1];
int i;
int j = 0;
bool found = false;
for (i = 0; i < editorBuildSettingsScenes.Length; i++) {
if (editorBuildSettingsScenes[i].path != scenePath) {
// Check if we do not find the scene to remove
if (j < editorBuildSettingsScenes.Length - 1)
newEditorBuildSettingsScenes[j++] = editorBuildSettingsScenes[i];
}
else
found = true;
}
if (found)
EditorBuildSettings.scenes = newEditorBuildSettingsScenes;
}
public static void SetPersonalHumanoid(string oldSceneName, string newSceneName) {
if (!HumanoidVisitors.visitors.Contains(newSceneName))
return;
RemoveScene(oldSceneName);
AddScene(newSceneName);
}
}
#endif
}