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.SaveScene 保存场景
static function SaveScene (path : string) : bool
Description描述
Save the scene at path.
保存场景到指定路径。
All paths are relative to the project folder. Like: "Assets/MyScenes/MyScene.unity"
所有的路径都是相对于工程文件夹,例如"Assets/MyScenes/MyScene.unity"
Simple Editor Window that saves each 300 seconds the current scene.
简单的编辑器窗口,每300秒保存当前场景。
// Simple editor window that autosaves the working scene
//简单的编辑器窗口,可以自动保存工作场景
// Make sure to have this window opened to be able to execute the auto save.
//确保这个窗口开着, 这样才能执行自动保存
import UnityEditor;
class SimpleAutoSave extends EditorWindow {
var saveTime : float = 300;
var nextSave : float = 0;
@MenuItem("Example/Simple autoSave")
static function Init() {
var window : SimpleAutoSave =
EditorWindow.GetWindowWithRect(
SimpleAutoSave,
Rect(0,0,165,40));
window.Show();
}
function OnGUI() {
EditorGUILayout.LabelField("Save Each:", saveTime + " Secs");
var timeToSave : int = nextSave - EditorApplication.timeSinceStartup;
EditorGUILayout.LabelField("Next Save:", timeToSave.ToString() + " Sec");
this.Repaint();
if(EditorApplication.timeSinceStartup > nextSave) {
var path : String [] = EditorApplication.currentScene.Split(char.Parse("/"));
path[path.Length -1] = "AutoSave_" + path[path.Length-1];
EditorApplication.SaveScene(String.Join("/",path));
Debug.Log("Saved Scene");
nextSave = EditorApplication.timeSinceStartup + saveTime;
}
}
}
最后修改:2011年6月25日 Saturday 19:59