一般也可能不会用到这么多个场景:
但万一用到呢,稍微排序一下,可方便编辑和定位
这是排序后的,结果:
原理不多,代码也不多
public class BuildingSceneSortTolls
{
class PathComparer : IComparer<string>
{
public int Compare(string x, string y)
{
if (x.Contains("/Level/") == false) return 0;//只调整/level/目录下的,不是这目录下的不参与排序
short[] ix = new short[x.Length];
for (int counter = 0; counter < x.Length; counter++)
{
ix[counter]= (short)x[counter];//转成asc2码
}
short[] iy = new short[y.Length];
for (int counter = 0; counter < y.Length; counter++)
{
iy[counter] = (short) y[counter];//转成asc2码
}
for (int i = 0; i < ix.Length; i++)
{
if (i >= iy.Length) return 1;//x比较长,则调整循序
if (ix[i] == iy[i])
continue;
if (ix[i] > iy[i])
return 1;
return -1;
}
return 0;
}
}
[MenuItem("游戏工具/资源打包/BuildSetting场景排序")]
public static void SortBuildSettings()
{
//builds
EditorBuildSettingsScene[] scenes = EditorBuildSettings.scenes;
Debug.Log("开始排序");
EditorBuildSettings.scenes = scenes.OrderBy(th => th.path, new PathComparer()).ToArray();;
}
}