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