using UnityEngine;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine.SceneManagement;
///
/// Scene auto loader.
///
///
/// This class adds a File > Scene Autoload menu containing options to select
/// a "master scene" enable it to be auto-loaded when the user presses play
/// in the editor. When enabled, the selected scene will be loaded on play,
/// then the original scene will be reloaded on stop.
///
/// Based on an idea on this thread:
/// http://forum.unity3d.com/threads/157502-Executing-first-scene-in-build-settings-when-pressing-play-button-in-editor
///
[InitializeOnLoad]
public static class SceneAutoLoader
{
// Static constructor binds a playmode-changed callback.
// [InitializeOnLoad] above makes sure this gets executed.
static SceneAutoLoader()
{
EditorApplication.playModeStateChanged += OnPlayModeChanged;
}
// Menu items to select the "master" scene and control whether or not to load it.
[MenuItem("File/Scene Autoload/Select Master Scene...")]
private static void SelectMasterScene()
{
string masterScene = EditorUtility.OpenFilePanel("Select Master Scene", Application.dataPath, "unity");
masterScene = masterScene.Replace(Application.dataPath, "Assets"); //project relative instead of absolute path
if (!string.IsNullOrEmpty(masterScene))
{
MasterScene = masterScene;
LoadMasterOnPlay = true;
}
}
[MenuItem("File/Scene Autoload/Load Master On Play", true)]
private static bool ShowLoadMasterOnPlay()
{
return !LoadMasterOnPlay;
}
[MenuItem("File/Scene Autoload/Load Master On Play")]
private static void EnableLoadMasterOnPlay()
{
LoadMasterOnPlay = true;
}
[MenuItem("File/Scene Autoload/Don't Load Master On Play", true)]
private static bool ShowDontLoadMasterOnPlay()
{
return LoadMasterOnPlay;
}
[MenuItem("File/Scene Autoload/Don't Load Master On Play")]
private static void DisableLoadMasterOnPlay()
{
LoadMasterOnPlay = false;
}
// 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.
PreviousScene = SceneManager.GetActiveScene().path;
if (EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo())
{
try
{
EditorSceneManager.OpenScene(MasterScene);
}
catch
{
Debug.LogError($"error: scene not found: {MasterScene}");
EditorApplication.isPlaying = false;
}
}
else
{
// User cancelled the save operation -- cancel play as well.
EditorApplication.isPlaying = false;
}
}
// isPlaying check required because cannot OpenScene while playing
if (!EditorApplication.isPlaying && !EditorApplication.isPlayingOrWillChangePlaymode)
{
// User pressed stop -- reload previous scene.
try
{
EditorSceneManager.OpenScene(PreviousScene);
}
catch
{
Debug.LogError($"error: scene not found: {PreviousScene}");
}
}
}
// Properties are remembered as editor preferences.
private const string EDITOR_PREF_LOAD_MASTER_ON_PLAY = "SceneAutoLoader.LoadMasterOnPlay";
private const string EDITOR_PREF_MASTER_SCENE = "SceneAutoLoader.MasterScene";
private const string EDITOR_PREF_PREVIOUS_SCENE = "SceneAutoLoader.PreviousScene";
private static bool LoadMasterOnPlay
{
get => EditorPrefs.GetBool(EDITOR_PREF_LOAD_MASTER_ON_PLAY, false);
set => EditorPrefs.SetBool(EDITOR_PREF_LOAD_MASTER_ON_PLAY, value);
}
private static string MasterScene
{
get => EditorPrefs.GetString(EDITOR_PREF_MASTER_SCENE, "Master.unity");
set => EditorPrefs.SetString(EDITOR_PREF_MASTER_SCENE, value);
}
private static string PreviousScene
{
get => EditorPrefs.GetString(EDITOR_PREF_PREVIOUS_SCENE, SceneManager.GetActiveScene().path);
set => EditorPrefs.SetString(EDITOR_PREF_PREVIOUS_SCENE, value);
}
}