近日做项目的过程中发现,当项目中场景太多的时候,维护build settings 的场景列表成为了一个问题,严重阻挡了我的测试效率。通过查找资料发现,unity当中提供了在编辑器的环境下动态切换buildsettings场景列表的方式。
基本思路就是通过unity提供的EditorBuildSettings类来管理场景,通过使用编辑器自定义的工具来向BuildSettings增删或启用场景。自己可以设定需要切换的场景列表通过拖动的方式放置到下面代码提供的场景列表属性当中:
在官方api当中提供的例子如下:
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
public class ExampleWindow : EditorWindow
{
List<SceneAsset> m_SceneAssets = new List<SceneAsset>();
// Add menu item named "Example Window" to the Window menu
[MenuItem("Window/Example Window")]
public static void ShowWindow()
{
//Show existing window instance. If one doesn't exist, make one.
EditorWindow.GetWindow(typeof(ExampleWindow));
}
void OnGUI()
{
GUILayout.Label("Scenes to include in build:", EditorStyles.boldLabel);
for (int i = 0; i < m_SceneAssets.Count; ++i)
{
m_SceneAssets[i] = (SceneAsset)EditorGUILayout.ObjectField(m_SceneAssets[i], typeof(SceneAsset), false);
}
if (GUILayout.Button("Add"))
{
m_SceneAssets.Add(null);
}
GUILayout.Space(8);
if (GUILayout.Button("Apply To Build Settings"))
{
SetEditorBuildSettingsScenes();
}
}
public void SetEditorBuildSettingsScenes()
{
// Find valid Scene paths and make a list of EditorBuildSettingsScene
List<EditorBuildSettingsScene> editorBuildSettingsScenes = new List<EditorBuildSettingsScene>();
foreach (var sceneAsset in m_SceneAssets)
{
string scenePath = AssetDatabase.GetAssetPath(sceneAsset);
if (!string.IsNullOrEmpty(scenePath))
editorBuildSettingsScenes.Add(new EditorBuildSettingsScene(scenePath, true));
}
// Set the Build Settings window Scene list
EditorBuildSettings.scenes = editorBuildSettingsScenes.ToArray();
}
}
东西比较简单,大家可以参考官方的api,查找更详细具体的用法。
官方api地址点这里