Unity添加所有场景到BuildSettings

Unity添加所有场景到BuildSettings

using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
using System.IO;
public class Tools : Editor
{
    [MenuItem("Tools/添加所有场景到BuildSettings")]
    static void CheckSceneSetting()
    {
        List<string> dirs = new List<string>();
        GetDirs(Application.dataPath + "/", ref dirs);
        EditorBuildSettingsScene[] newSettings = new EditorBuildSettingsScene[dirs.Count];
        for (int i = 0; i < newSettings.Length; i++)
        {
            newSettings[i] = new EditorBuildSettingsScene(dirs[i], true);
        }
        EditorBuildSettings.scenes = newSettings;
        AssetDatabase.SaveAssets();
    }
    private static void GetDirs(string dirPath, ref List<string> dirs)
    {
        foreach (string path in Directory.GetFiles(dirPath))
        {
            if (Path.GetExtension(path) == ".unity")
            {
                dirs.Add(path.Substring(path.IndexOf("Assets/")));
            }
        }
        if (Directory.GetDirectories(dirPath).Length > 0)
        {
            foreach (string path in Directory.GetDirectories(dirPath))
            {
                GetDirs(path, ref dirs);
            }
        }
    }
}

在这里插入图片描述

  • 9
    点赞
  • 6
    收藏
    觉得还不错? 一键收藏
  • 打赏
    打赏
  • 0
    评论
Unity Editor下,可以通过以下代码实现将指定场景添加Build Settings并将其作为初始场景: ```csharp using UnityEditor; using UnityEngine.SceneManagement; public class BuildSettingsManager { [MenuItem("MyMenu/Add Scene To Build Settings")] static void AddSceneToBuildSettings() { // Get the path of the scene to add string scenePath = "Assets/Scenes/MyScene.unity"; // Get the current Build Settings EditorBuildSettingsScene[] buildScenes = EditorBuildSettings.scenes; // Check if the scene is already in the Build Settings bool isAlreadyAdded = false; foreach (EditorBuildSettingsScene buildScene in buildScenes) { if (buildScene.path == scenePath) { isAlreadyAdded = true; break; } } // If the scene is not in the Build Settings, add it if (!isAlreadyAdded) { EditorBuildSettingsScene[] newBuildScenes = new EditorBuildSettingsScene[buildScenes.Length + 1]; for (int i = 0; i < buildScenes.Length; i++) { newBuildScenes[i] = buildScenes[i]; } newBuildScenes[newBuildScenes.Length - 1] = new EditorBuildSettingsScene(scenePath, true); EditorBuildSettings.scenes = newBuildScenes; } // Set the added scene as the first scene in the Build Settings for (int i = 0; i < buildScenes.Length; i++) { if (buildScenes[i].path == scenePath) { EditorBuildSettings.scenes[i].enabled = true; EditorBuildSettings.scenes[i].moveToTop = true; break; } } // Set the added scene as the initial scene Scene scene = SceneManager.GetSceneByPath(scenePath); if (scene != null) { EditorSceneManager.playModeStartScene = scene; } } } ``` 这个脚本添加了一个菜单项"MyMenu/Add Scene To Build Settings",可以通过点击这个菜单项来执行将指定场景添加Build Settings并将其作为初始场景的操作。

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包

打赏作者

地狱为王

你的鼓励将是我创作的最大动力

¥1 ¥2 ¥4 ¥6 ¥10 ¥20
扫码支付:¥1
获取中
扫码支付

您的余额不足,请更换扫码支付或充值

打赏作者

实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值