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- using System.Collections.Generic;
- using UnityEngine;
-
- namespace U3DExtends
- {
- public class ReopenLayoutOnExitGame : MonoBehaviour
- {
- #if UNITY_EDITOR
- // class ReopenInfo
- // {
- // string path;
- // Vector3 pos;
- // }
- private static ReopenLayoutOnExitGame Instance;
-
- private static Dictionary<string, Vector3> layout_open_in_playmode = new Dictionary<string, Vector3>();
- private bool isRunningGame = false;
-
- public static void RecordOpenLayout(string path, Vector3 pos)
- {
- Debug.Log("record : "+path+" pos:"+pos.ToString());
- if (Instance != null && Instance.isRunningGame && path!="")
- {
- layout_open_in_playmode.Add(path, pos);
- }
- }
-
- private void Start()
- {
- Instance = this;
- // hadSaveOnRunTime = false;
- Debug.Log("Start");
- isRunningGame = true;
- }
-
- private void OnDisable() {
- // Debug.Log("disable");
- Instance = null;
- }
-
- private void OnTransformChildrenChanged() {
- Debug.Log("OnTransformChildrenChanged");
- List<string> wait_delete_key = new List<string>();
- foreach (var item in layout_open_in_playmode)
- {
- bool had_find = false;
- for (int i = 0; i < transform.childCount; i++)
- {
- LayoutInfo info = transform.GetChild(i).GetComponent<LayoutInfo>();
- if (info && info.LayoutPath == item.Key)
- {
- had_find = true;
- break;
- }
- }
- if (!had_find)
- {
- wait_delete_key.Add(item.Key);
- }
- }
- foreach (var item in wait_delete_key)
- {
- layout_open_in_playmode.Remove(item);
- }
- }
-
- private void OnApplicationQuit()
- {
- Debug.Log("OnApplicationQuit");
- isRunningGame = false;
- if (layout_open_in_playmode.Count>0 && U3DExtends.Configure.ReloadLayoutOnExitGame)
- {
- System.Action<UnityEditor.PlayModeStateChange> p = null;
- p = new System.Action<UnityEditor.PlayModeStateChange>((UnityEditor.PlayModeStateChange c) => {
- foreach (var item in layout_open_in_playmode)
- {
- // Debug.Log("item.Key : "+item.Key);
- Transform layout = UIEditorHelper.LoadLayoutByPath(item.Key);
- if (layout != null)
- {
- layout.localPosition = item.Value;
- }
- }
- layout_open_in_playmode.Clear();
- UnityEditor.EditorApplication.playModeStateChanged -= p;
- });
- UnityEditor.EditorApplication.playModeStateChanged += p;
- }
- }
- #endif
- }
- }
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