using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEngine;
public class EditorBuildSceneTest : Editor
{
//添加场景至BuildSettings面板中
[MenuItem("Tool/AddScene")]
static void RefreshAllScene()
{
//注意:1、定义场景数组(注意的是Demo01、Demo02、Demo03场景文件要放在Assets下的Scenes文件夹里面)
//2、添加场景文件到BuildSettings面板中的时候,场景文件的路径一定要是相对的路径,不能是绝对路径
EditorBuildSettingsScene[] scenes = new EditorBuildSettingsScene[3] {
//EditorBuildSettingsScene构造方法的第二个参数为true代表着该场景在BuildSettings面板为激活状态。反之,为不激活状态。
new EditorBuildSettingsScene("Assets/Scenes/Demo01.unity",true),
new EditorBuildSettingsScene("Assets/Scenes/Demo02.unity",false),
new EditorBuildSettingsScene("Assets/Scenes/Demo03.unity",true)
} ;
//设置scene数组(这步一定要设置)
EditorBuildSettings.scenes = scenes;
}
/// <summary>
/// 删除已经在BuildSettings面板中的所有场景
/// </summary>
[MenuItem("Tool/DeleteScene")]
static void DeleteScenesFormBuildSettings()
{
List<EditorBuildSettingsScene> scenes = new List<EditorBuildSettingsScene>();
EditorBuildSettings.scenes = scenes.ToArray();
}
}
保存该脚本后,回到Unity中,点击Unity导航栏上的Tool/AddScene选项,会出现如下图所示的结果。