SceneNameAttribute.cs 2.4 KB

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  1. using UnityEngine;
  2. #if UNITY_EDITOR
  3. using UnityEditor;
  4. using System.Linq;
  5. using System.Collections.Generic;
  6. #endif
  7. public class SceneNameAttribute : PropertyAttribute
  8. {
  9. public int selectedValue = 0;
  10. public bool enableOnly = true;
  11. public SceneNameAttribute(bool enableOnly = true)
  12. {
  13. this.enableOnly = enableOnly;
  14. }
  15. }
  16. #if UNITY_EDITOR
  17. [CustomPropertyDrawer(typeof(SceneNameAttribute))]
  18. public class SceneNameDrawer : PropertyDrawer
  19. {
  20. private SceneNameAttribute sceneNameAttribute
  21. {
  22. get
  23. {
  24. return (SceneNameAttribute)attribute;
  25. }
  26. }
  27. public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
  28. {
  29. string[] sceneNames = GetEnabledSceneNames();
  30. if (sceneNames.Length == 0)
  31. {
  32. EditorGUI.LabelField(position, ObjectNames.NicifyVariableName(property.name), "Scene is Empty");
  33. return;
  34. }
  35. int[] sceneNumbers = new int[sceneNames.Length];
  36. SetSceneNambers(sceneNumbers, sceneNames);
  37. if (!string.IsNullOrEmpty(property.stringValue))
  38. sceneNameAttribute.selectedValue = GetIndex(sceneNames, property.stringValue);
  39. sceneNameAttribute.selectedValue = EditorGUI.IntPopup(position, label.text, sceneNameAttribute.selectedValue, sceneNames, sceneNumbers);
  40. property.stringValue = sceneNames[sceneNameAttribute.selectedValue];
  41. }
  42. string[] GetEnabledSceneNames()
  43. {
  44. List<EditorBuildSettingsScene> scenes = (sceneNameAttribute.enableOnly ? EditorBuildSettings.scenes.Where(scene => scene.enabled) : EditorBuildSettings.scenes).ToList();
  45. HashSet<string> sceneNames = new HashSet<string>();
  46. scenes.ForEach(scene =>
  47. {
  48. sceneNames.Add(scene.path.Substring(scene.path.LastIndexOf("/") + 1).Replace(".unity", string.Empty));
  49. });
  50. return sceneNames.ToArray();
  51. }
  52. void SetSceneNambers(int[] sceneNumbers, string[] sceneNames)
  53. {
  54. for (int i = 0; i < sceneNames.Length; i++)
  55. {
  56. sceneNumbers[i] = i;
  57. }
  58. }
  59. int GetIndex(string[] sceneNames, string sceneName)
  60. {
  61. int result = 0;
  62. for (int i = 0; i < sceneNames.Length; i++)
  63. {
  64. if (sceneName == sceneNames[i])
  65. {
  66. result = i;
  67. break;
  68. }
  69. }
  70. return result;
  71. }
  72. }
  73. #endif