EditorApplication
How do I use Editor Application
Below are practical examples compiled from projects for learning and reference purposes
Featured Snippets
File name: PunStartup.cs
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25 static PunStartup()
26 {
27 bool doneBefore = EditorPrefs.GetBool("PunDemosOpenedBefore");
28 if (!doneBefore)
29 {
30 EditorApplication.update += OnUpdate;
31 }
32 }
File name: PunStartup.cs
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34 static void OnUpdate()
35 {
36 bool doneBefore = EditorPrefs.GetBool("PunDemosOpenedBefore");
37 if (doneBefore)
38 {
39 EditorApplication.update -= OnUpdate;
40 return;
41 }
42
43 if (String.IsNullOrEmpty(EditorApplication.currentScene) && EditorBuildSettings.scenes.Length == 0)
44 {
45 #if UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_5_1 || UNITY_5_2
46 if (EditorApplication.isUpdating) return;
47 #endif
48
49 LoadPunDemoHub();
50 SetPunDemoBuildSettings();
51 EditorPrefs.SetBool("PunDemosOpenedBefore", true);
52 Debug.Log("No scene was open. Loaded PUN Demo Hub Scene and added demos to build settings. Ready to go! This auto-setup is now disabled in this Editor.");
53 }
54 }
File name: PunStartup.cs
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68 public static void LoadPunDemoHub()
69 {
70 bool ret = EditorApplication.OpenScene(demoBasePath + demoPaths[0]);
71 if (ret)
72 {
73 Selection.activeObject = AssetDatabase.LoadMainAssetAtPath(demoBasePath + demoPaths[0]);
74 }
75 }
File name: PunStartup.cs
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80 public static void SetPunDemoBuildSettings()
81 {
82 // find path of pun guide
83 string[] tempPaths = Directory.GetDirectories(Application.dataPath + "/Photon Unity Networking", "Demos", SearchOption.AllDirectories);
84 if (tempPaths == null || tempPaths.Length != 1)
85 {
86 return;
87 }
88
89 // find scenes of guide
90 string guidePath = tempPaths[0];
91 tempPaths = Directory.GetFiles(guidePath, "*.unity", SearchOption.AllDirectories);
92
93 if (tempPaths == null || tempPaths.Length == 0)
94 {
95 return;
96 }
97
98 // add found guide scenes to build settings
99 List
100 for (int i = 0; i < tempPaths.Length; i++)
101 {
102 //Debug.Log(tempPaths[i]);
103 string path = tempPaths[i].Substring(Application.dataPath.Length - "Assets".Length);
104 path = path.Replace('\\', '/');
105 //Debug.Log(path);
106
107 if (path.Contains("PUNGuide_M2H"))
108 {
109 continue;
110 }
111
112 if (path.Contains("Hub"))
113 {
114 sceneAr.Insert(0, new EditorBuildSettingsScene(path, true));
115 continue;
116 }
117
118 sceneAr.Add(new EditorBuildSettingsScene(path, true));
119 }
120
121 EditorBuildSettings.scenes = sceneAr.ToArray();
122 EditorApplication.OpenScene(sceneAr[0].path);
123 }
File name: PhotonConverter.cs
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18 public static void RunConversion()
19 {
20 //Ask if user has made a backup.
21 int option = EditorUtility.DisplayDialogComplex("Conversion", "Attempt automatic conversion from Unity Networking to Photon Unity Networking \"PUN\"?", "Yes", "No!", "Pick Script Folder");
22 switch (option)
23 {
24 case 0:
25 break;
26 case 1:
27 return;
28 case 2:
29 PickFolderAndConvertScripts();
30 return;
31 default:
32 return;
33 }
34
35 //REAAAALY?
36 bool result = EditorUtility.DisplayDialog("Conversion", "Disclaimer: The code conversion feature is quite crude, but should do it's job well (see the sourcecode). A backup is therefore strongly recommended!", "Yes, I've made a backup: GO", "Abort");
37 if (!result)
38 {
39 return;
40 }
41 Output(EditorApplication.timeSinceStartup + " Started conversion of Unity networking -> Photon");
42
43 //Ask to save current scene (optional)
44 EditorApplication.SaveCurrentSceneIfUserWantsTo();
45
46 EditorUtility.DisplayProgressBar("Converting..", "Starting.", 0);
47
48 //Convert NetworkViews to PhotonViews in Project prefabs
49 //Ask the user if we can move all prefabs to a resources folder
50 bool movePrefabs = EditorUtility.DisplayDialog("Conversion", "Can all prefabs that use a PhotonView be moved to a Resources/ folder? You need this if you use Network.Instantiate.", "Yes", "No");
51
52
53 string[] prefabs = Directory.GetFiles("Assets/", "*.prefab", SearchOption.AllDirectories);
54 foreach (string prefab in prefabs)
55 {
56 EditorUtility.DisplayProgressBar("Converting..", "Object:" + prefab, 0.6f);
57
58 Object[] objs = (Object[])AssetDatabase.LoadAllAssetsAtPath(prefab);
59 int converted = 0;
60 foreach (Object obj in objs)
61 {
62 if (obj != null && obj.GetType() == typeof(GameObject))
63 converted += ConvertNetworkView(((GameObject)obj).GetComponents
64 }
65 if (movePrefabs && converted > 0)
66 {
67 //This prefab needs to be under the root of a Resources folder!
68 string path = prefab.Replace("\\", "/");
69 int lastSlash = path.LastIndexOf("/");
70 int resourcesIndex = path.LastIndexOf("/Resources/");
71 if (resourcesIndex != lastSlash - 10)
72 {
73 if (path.Contains("/Resources/"))
74 {
75 Debug.LogWarning("Warning, prefab [" + prefab + "] was already in a resources folder. But has been placed in the root of another one!");
76 }
77 //This prefab NEEDS to be placed under a resources folder
78 string resourcesFolder = path.Substring(0, lastSlash) + "/Resources/";
79 EnsureFolder(resourcesFolder);
80 string newPath = resourcesFolder + path.Substring(lastSlash + 1);
81 string error = AssetDatabase.MoveAsset(prefab, newPath);
82 if (error != "")
83 Debug.LogError(error);
84 Output("Fixed prefab [" + prefab + "] by moving it into a resources folder.");
85 }
86 }
87 }
88
89 //Convert NetworkViews to PhotonViews in scenes
90 string[] sceneFiles = Directory.GetFiles("Assets/", "*.unity", SearchOption.AllDirectories);
91 foreach (string sceneName in sceneFiles)
92 {
93 EditorApplication.OpenScene(sceneName);
94 EditorUtility.DisplayProgressBar("Converting..", "Scene:" + sceneName, 0.2f);
95
96 int converted2 = ConvertNetworkView((NetworkView[])GameObject.FindObjectsOfType(typeof(NetworkView)), true);
97 if (converted2 > 0)
98 {
99 //This will correct all prefabs: The prefabs have gotten new components, but the correct ID's were lost in this case
100 PhotonViewHandler.HierarchyChange(); //TODO: most likely this is triggered on change or on save
101
102 Output("Replaced " + converted2 + " NetworkViews with PhotonViews in scene: " + sceneName);
103 EditorApplication.SaveScene(EditorApplication.currentScene);
104 }
105
106 }
107
108 //Convert C#/JS scripts (API stuff)
109 List
110
111 EditorUtility.DisplayProgressBar("Converting..", "Scripts..", 0.9f);
112 ConvertScripts(scripts);
113
114 Output(EditorApplication.timeSinceStartup + " Completed conversion!");
115 EditorUtility.ClearProgressBar();
116
117 EditorUtility.DisplayDialog("Completed the conversion", "Don't forget to add \"PhotonNetwork.ConnectWithDefaultSettings();\" to connect to the Photon server before using any multiplayer functionality.", "OK");
118 }
File name: PhotonConverter.cs
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390 static void Output(string str)
391 {
392 Debug.Log(((int)EditorApplication.timeSinceStartup) + " " + str);
393 }
File name: PhotonEditor.cs
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215 static PhotonEditor()
216 {
217 EditorApplication.projectWindowChanged += EditorUpdate;
218 EditorApplication.hierarchyWindowChanged += EditorUpdate;
219 EditorApplication.playmodeStateChanged += PlaymodeStateChanged;
220 EditorApplication.update += OnUpdate;
221
222 WizardIcon = AssetDatabase.LoadAssetAtPath("Assets/Photon Unity Networking/photoncloud-icon.png", typeof(Texture2D)) as Texture2D;
223
224 // to be used in toolbar, the enum needs conversion to string[] being done here, once.
225 Array enumValues = Enum.GetValues(typeof(CloudRegionCode));
226 CloudServerRegionNames = new string[enumValues.Length];
227 for (int i = 0; i < CloudServerRegionNames.Length; i++)
228 {
229 CloudServerRegionNames[i] = enumValues.GetValue(i).ToString();
230 if (CloudServerRegionNames[i].Equals("none"))
231 {
232 CloudServerRegionNames[i] = PhotonEditor.CurrentLang.BestRegionLabel;
233 }
234 }
235
236 // detect optional packages
237 PhotonEditor.CheckPunPlus();
238
239 }
File name: PhotonEditor.cs
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250 private static void ImportWin8Support()
251 {
252 if (EditorApplication.isCompiling || EditorApplication.isPlayingOrWillChangePlaymode)
253 {
254 return; // don't import while compiling
255 }
256
257 #if UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_5_1 || UNITY_5_2
258 const string win8Package = "Assets/Plugins/Photon3Unity3D-Win8.unitypackage";
259
260 bool win8LibsExist = File.Exists("Assets/Plugins/WP8/Photon3Unity3D.dll") && File.Exists("Assets/Plugins/Metro/Photon3Unity3D.dll");
261 if (!win8LibsExist && File.Exists(win8Package))
262 {
263 AssetDatabase.ImportPackage(win8Package, false);
264 }
265 #endif
266 }
File name: PhotonEditor.cs
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318 private static void OnUpdate()
319 {
320 // after a compile, check RPCs to create a cache-list
321 if (!postCompileActionsDone && !EditorApplication.isCompiling && !EditorApplication.isPlayingOrWillChangePlaymode && PhotonEditor.Current != null)
322 {
323 #if UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_5_1 || UNITY_5_2
324 if (EditorApplication.isUpdating) return;
325 #endif
326
327 PhotonEditor.UpdateRpcList();
328 postCompileActionsDone = true; // on compile, this falls back to false (without actively doing anything)
329
330 #if UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_5_1 || UNITY_5_2
331 PhotonEditor.ImportWin8Support();
332 #endif
333 }
334 }
File name: PhotonEditor.cs
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336 // called in editor, opens wizard for initial setup, keeps scene PhotonViews up to date and closes connections when compiling (to avoid issues)
337 private static void EditorUpdate()
338 {
339 if (dontCheckPunSetup || PhotonEditor.Current == null)
340 {
341 return;
342 }
343
344 // serverSetting is null when the file gets deleted. otherwise, the wizard should only run once and only if hosting option is not (yet) set
345 if (!PhotonEditor.Current.DisableAutoOpenWizard && PhotonEditor.Current.HostType == ServerSettings.HostingOption.NotSet)
346 {
347 ShowRegistrationWizard();
348 }
349
350 // Workaround for TCP crash. Plus this surpresses any other recompile errors.
351 if (EditorApplication.isCompiling)
352 {
353 if (PhotonNetwork.connected)
354 {
355 if (lastWarning > EditorApplication.timeSinceStartup - 3)
356 {
357 // Prevent error spam
358 Debug.LogWarning(CurrentLang.WarningPhotonDisconnect);
359 lastWarning = EditorApplication.timeSinceStartup;
360 }
361
362 PhotonNetwork.Disconnect();
363 }
364 }
365 }
EditorApplication 170 lượt xem
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