public static EditorBuildSettingsScene[] scenes ;

설명

The list of Scenes that should be included in the build. This is the same list of Scenes that is shown in the Build Settings window. You can modify this list to set up which Scenes should be included in the build.

using System.Collections.Generic;
using UnityEditor;
using UnityEngine;

public class ExampleWindow : EditorWindow { List<SceneAsset> m_SceneAssets = new List<SceneAsset>();

// Add menu item named "Example Window" to the Window menu [MenuItem("Window/Example Window")] public static void ShowWindow() { //Show existing window instance. If one doesn't exist, make one. EditorWindow.GetWindow(typeof(ExampleWindow)); }

void OnGUI() { GUILayout.Label("Scenes to include in build:", EditorStyles.boldLabel); for (int i = 0; i < m_SceneAssets.Count; ++i) { m_SceneAssets[i] = (SceneAsset)EditorGUILayout.ObjectField(m_SceneAssets[i], typeof(SceneAsset), false); } if (GUILayout.Button("Add")) { m_SceneAssets.Add(null); }

GUILayout.Space(8);

if (GUILayout.Button("Apply To Build Settings")) { SetEditorBuildSettingsScenes(); } }

public void SetEditorBuildSettingsScenes() { // Find valid Scene paths and make a list of EditorBuildSettingsScene List<EditorBuildSettingsScene> editorBuildSettingsScenes = new List<EditorBuildSettingsScene>(); foreach (var sceneAsset in m_SceneAssets) { string scenePath = AssetDatabase.GetAssetPath(sceneAsset); if (!string.IsNullOrEmpty(scenePath)) editorBuildSettingsScenes.Add(new EditorBuildSettingsScene(scenePath, true)); }

// Set the Build Settings window Scene list EditorBuildSettings.scenes = editorBuildSettingsScenes.ToArray(); } }
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961