using UnityEditor; using UnityEditor.SceneManagement; using UnityEngine; using UnityEngine.SceneManagement; namespace Unity.BossRoom.Editor { /// /// Class that permits auto-loading a bootstrap scene when the editor switches play state. This class is /// initialized when Unity is opened and when scripts are recompiled. This is to be able to subscribe to /// EditorApplication's playModeStateChanged event, which is when we wish to open a new scene. /// /// /// A critical edge case scenario regarding NetworkManager is accounted for here. /// A NetworkObject's GlobalObjectIdHash value is currently generated in OnValidate() which is invoked during a /// build and when the asset is loaded/viewed in the editor. /// If we were to manually open Bootstrap scene via EditorSceneManager.OpenScene(...) as the editor is exiting play /// mode, Bootstrap scene would be entering play mode within the editor prior to having loaded any assets, meaning /// NetworkManager itself has no entry within the AssetDatabase cache. As a result of this, any referenced Network /// Prefabs wouldn't have any entry either. /// To account for this necessary AssetDatabase step, whenever we're redirecting from a new scene, or a scene /// existing in our EditorBuildSettings, we forcefully stop the editor, open Bootstrap scene, and re-enter play /// mode. This provides the editor the chance to create AssetDatabase cache entries for the Network Prefabs assigned /// to the NetworkManager. /// If we are entering play mode directly from Bootstrap scene, no additional steps need to be taken and the scene /// is loaded normally. /// [InitializeOnLoad] public class SceneBootstrapper { const string k_PreviousSceneKey = "PreviousScene"; const string k_ShouldLoadBootstrapSceneKey = "LoadMainMenuScene"; const string k_LoadBootstrapSceneOnPlay = "FirstSceneLoad/Load MainMenu Scene On Play"; const string k_DoNotLoadBootstrapSceneOnPlay = "FirstSceneLoad/Don't Load MainMenu Scene On Play"; const string k_TestRunnerSceneName = "InitTestScene"; static bool s_RestartingToSwitchScene; static string BootstrapScene => EditorBuildSettings.scenes[0].path; static string PreviousScene { get => EditorPrefs.GetString(k_PreviousSceneKey); set => EditorPrefs.SetString(k_PreviousSceneKey, value); } static bool ShouldLoadBootstrapScene { get { if (!EditorPrefs.HasKey(k_ShouldLoadBootstrapSceneKey)) { EditorPrefs.SetBool(k_ShouldLoadBootstrapSceneKey, true); } return EditorPrefs.GetBool(k_ShouldLoadBootstrapSceneKey, true); } set => EditorPrefs.SetBool(k_ShouldLoadBootstrapSceneKey, value); } static SceneBootstrapper() { EditorApplication.playModeStateChanged += EditorApplicationOnplayModeStateChanged; } [MenuItem(k_LoadBootstrapSceneOnPlay, true)] static bool ShowLoadBootstrapSceneOnPlay() => !ShouldLoadBootstrapScene; [MenuItem(k_LoadBootstrapSceneOnPlay)] static void EnableLoadBootstrapSceneOnPlay() => ShouldLoadBootstrapScene = true; [MenuItem(k_DoNotLoadBootstrapSceneOnPlay, true)] static bool ShowDoNotLoadBootstrapSceneOnPlay() => ShouldLoadBootstrapScene; [MenuItem(k_DoNotLoadBootstrapSceneOnPlay)] static void DisableDoNotLoadBootstrapSceneOnPlay() => ShouldLoadBootstrapScene = false; static void EditorApplicationOnplayModeStateChanged(PlayModeStateChange playModeStateChange) { if (IsTestRunnerActive() || !ShouldLoadBootstrapScene) { return; } if (s_RestartingToSwitchScene) { if (playModeStateChange == PlayModeStateChange.EnteredPlayMode) { s_RestartingToSwitchScene = false; } return; } if (playModeStateChange == PlayModeStateChange.ExitingEditMode) { PreviousScene = EditorSceneManager.GetActiveScene().path; if (EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo()) { if (!string.IsNullOrEmpty(BootstrapScene) && System.Array.Exists(EditorBuildSettings.scenes, scene => scene.path == BootstrapScene)) { s_RestartingToSwitchScene = true; EditorApplication.isPlaying = false; // Đóng tất cả các scene đang mở for (int i = SceneManager.sceneCount - 1; i >= 0; i--) { Scene scene = SceneManager.GetSceneAt(i); if (scene.isLoaded) { EditorSceneManager.CloseScene(scene, true); } } // Mở scene đầu tiên trong danh sách build EditorSceneManager.OpenScene(BootstrapScene); EditorApplication.isPlaying = true; } } else { EditorApplication.isPlaying = false; } } else if (playModeStateChange == PlayModeStateChange.EnteredEditMode && !string.IsNullOrEmpty(PreviousScene)) { EditorSceneManager.OpenScene(PreviousScene); } } static bool IsTestRunnerActive() { return EditorSceneManager.GetActiveScene().name.StartsWith(k_TestRunnerSceneName); } } }