EditorApplication
- applicationContentsPath
- applicationPath
- Beep
- CallbackFunction
- currentScene
- ExecuteMenuItem
- Exit
- HierarchyWindowItemCallback
- hierarchyWindowItemOnGUI
- isCompiling
- isPaused
- isPlayingOrWillChangePlaymode
- isPlaying
- LockReloadAssemblies
- modifierKeysChanged
- NewScene
- OpenProject
- OpenSceneAdditive
- OpenScene
- playmodeStateChanged
- ProjectWindowItemCallback
- projectWindowItemOnGUI
- RepaintHierarchyWindow
- RepaintProjectWindow
- SaveAssets
- SaveCurrentSceneIfUserWantsTo
- SaveScene
- Step
- timeSinceStartup
- UnlockReloadAssemblies
- update
EditorApplication.OpenScene 打开场景
static function NewScene () : void
Description描述
Opens the scene at path.
打开指定路径下的场景。
The scene that is currently open will not be saved, use SaveSceneIfUserWantsTo for that. All paths are relative to the project folder. Like: "Assets/MyScenes/MyScene.unity"
前打开的场景将不会被保存, 使用SaveSceneIfUserWantsTo保存,所有的路径都是相对于工程文件夹. 例如” Assets/MyScenes/MyScene.unity”
// Simple editor Script that lets you save a scene while in play mode.
//简单的编辑器脚本, 可以使你在播放模式下保存场景
// WARNING: All Undo posibilities are lost after saving the scene.
//警告:保存场景后,所有操作是不可逆的
@MenuItem("Example/Save Scene while on play mode")
static function EditorPlaying() {
if(EditorApplication.isPlaying) {
var sceneName : String = EditorApplication.currentScene;
var path : String [] = sceneName.Split(char.Parse("/"));
path[path.Length -1] = "Temp_" + path[path.Length-1];
var tempScene = String.Join("/",path);
EditorApplication.SaveScene(tempScene);
EditorApplication.isPaused = false;
EditorApplication.isPlaying = false;
FileUtil.DeleteFileOrDirectory(EditorApplication.currentScene);
FileUtil.MoveFileOrDirectory(tempScene, sceneName);
FileUtil.DeleteFileOrDirectory(tempScene);
EditorApplication.OpenScene(sceneName);
}
}
最后修改:2011年6月25日 Saturday 19:50