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Fix issue with partially unloaded scenes(?)
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4e76eca73a
commit
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@ -27,7 +27,7 @@ namespace UnityExplorer.ObjectExplorer
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Parent = parent;
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SceneHandler.OnInspectedSceneChanged += SceneHandler_OnInspectedSceneChanged;
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SceneHandler.OnLoadedScenesChanged += SceneHandler_OnLoadedScenesChanged;
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SceneHandler.OnLoadedScenesUpdated += SceneHandler_OnLoadedScenesUpdated;
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}
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public override GameObject UIRoot => uiRoot;
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@ -87,7 +87,7 @@ namespace UnityExplorer.ObjectExplorer
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Tree.JumpAndExpandToTransform(transform);
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}
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private void OnDropdownChanged(int value)
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private void OnSceneSelectionDropdownChanged(int value)
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{
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if (value < 0 || SceneHandler.LoadedScenes.Count <= value)
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return;
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@ -101,7 +101,7 @@ namespace UnityExplorer.ObjectExplorer
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private void SceneHandler_OnInspectedSceneChanged(Scene scene)
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{
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if (!sceneToDropdownOption.ContainsKey(scene))
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PopulateSceneDropdown();
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PopulateSceneDropdown(SceneHandler.LoadedScenes);
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if (sceneToDropdownOption.ContainsKey(scene))
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{
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@ -122,17 +122,17 @@ namespace UnityExplorer.ObjectExplorer
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refreshRow.SetActive(!scene.IsValid());
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}
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private void SceneHandler_OnLoadedScenesChanged(List<Scene> loadedScenes)
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private void SceneHandler_OnLoadedScenesUpdated(List<Scene> loadedScenes)
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{
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PopulateSceneDropdown();
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PopulateSceneDropdown(loadedScenes);
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}
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private void PopulateSceneDropdown()
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private void PopulateSceneDropdown(List<Scene> loadedScenes)
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{
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sceneToDropdownOption.Clear();
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sceneDropdown.options.Clear();
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foreach (var scene in SceneHandler.LoadedScenes)
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foreach (var scene in loadedScenes)
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{
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if (sceneToDropdownOption.ContainsKey(scene))
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continue;
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@ -198,11 +198,11 @@ namespace UnityExplorer.ObjectExplorer
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var dropLabel = UIFactory.CreateLabel(dropRow, "SelectorLabel", "Scene:", TextAnchor.MiddleLeft, Color.cyan, false, 15);
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UIFactory.SetLayoutElement(dropLabel.gameObject, minHeight: 25, minWidth: 60, flexibleWidth: 0);
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var dropdownObj = UIFactory.CreateDropdown(dropRow, "SceneDropdown", out sceneDropdown, "<notset>", 13, OnDropdownChanged);
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var dropdownObj = UIFactory.CreateDropdown(dropRow, "SceneDropdown", out sceneDropdown, "<notset>", 13, OnSceneSelectionDropdownChanged);
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UIFactory.SetLayoutElement(dropdownObj, minHeight: 25, flexibleHeight: 0, flexibleWidth: 9999);
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SceneHandler.Update();
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PopulateSceneDropdown();
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PopulateSceneDropdown(SceneHandler.LoadedScenes);
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sceneDropdown.captionText.text = sceneToDropdownOption.First().Value.text;
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// Filter row
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@ -17,10 +17,11 @@ namespace UnityExplorer.ObjectExplorer
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get => selectedScene;
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internal set
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{
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if (selectedScene != null && selectedScene == value)
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if (selectedScene.HasValue && selectedScene == value)
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return;
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selectedScene = value;
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OnInspectedSceneChanged?.Invoke((Scene)selectedScene);
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ExplorerCore.Log($"Set selected scene to {value?.name}");
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}
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}
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private static Scene? selectedScene;
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@ -30,7 +31,7 @@ namespace UnityExplorer.ObjectExplorer
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/// <summary>All currently loaded Scenes.</summary>
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public static List<Scene> LoadedScenes { get; private set; } = new();
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private static HashSet<Scene> previousLoadedScenes;
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//private static HashSet<Scene> previousLoadedScenes;
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/// <summary>The names of all scenes in the build settings, if they could be retrieved.</summary>
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public static List<string> AllSceneNames { get; private set; } = new();
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@ -39,7 +40,7 @@ namespace UnityExplorer.ObjectExplorer
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public static event Action<Scene> OnInspectedSceneChanged;
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/// <summary>Invoked whenever the list of currently loaded Scenes changes. The argument contains all loaded scenes after the change.</summary>
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public static event Action<List<Scene>> OnLoadedScenesChanged;
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public static event Action<List<Scene>> OnLoadedScenesUpdated;
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/// <summary>Generally will be 2, unless DontDestroyExists == false, then this will be 1.</summary>
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internal static int DefaultSceneCount => 1 + (DontDestroyExists ? 1 : 0);
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@ -84,23 +85,20 @@ namespace UnityExplorer.ObjectExplorer
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internal static void Update()
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{
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// check if the loaded scenes changed. always confirm DontDestroy / HideAndDontSave
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int confirmedCount = DefaultSceneCount;
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bool inspectedExists = (SelectedScene.HasValue && SelectedScene.Value.handle == -12)
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|| (SelectedScene.HasValue && SelectedScene.Value.handle == -1);
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// Inspected scene will exist if it's DontDestroyOnLoad or HideAndDontSave
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bool inspectedExists =
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SelectedScene.HasValue
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&& ((DontDestroyExists && SelectedScene.Value.handle == -12)
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|| SelectedScene.Value.handle == -1);
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LoadedScenes.Clear();
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for (int i = 0; i < SceneManager.sceneCount; i++)
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{
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Scene scene = SceneManager.GetSceneAt(i);
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if (scene == default || !scene.isLoaded)
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if (scene == default || !scene.isLoaded || !scene.IsValid())
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continue;
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// If no changes yet, ensure the previous list contained the scene
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if (previousLoadedScenes != null && previousLoadedScenes.Contains(scene))
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confirmedCount++;
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// If we have not yet confirmed inspectedExists, check if this scene is our currently inspected one.
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if (!inspectedExists && scene == SelectedScene)
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inspectedExists = true;
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@ -112,17 +110,12 @@ namespace UnityExplorer.ObjectExplorer
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LoadedScenes.Add(new Scene { m_Handle = -12 });
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LoadedScenes.Add(new Scene { m_Handle = -1 });
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bool anyChange = confirmedCount != LoadedScenes.Count;
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previousLoadedScenes = new HashSet<Scene>(LoadedScenes);
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// Default to first scene if none selected or previous selection no longer exists.
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if (!inspectedExists)
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SelectedScene = LoadedScenes.First();
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// Notify on the list changing at all
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if (anyChange)
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OnLoadedScenesChanged?.Invoke(LoadedScenes);
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OnLoadedScenesUpdated?.Invoke(LoadedScenes);
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// Finally, update the root objects list.
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if (SelectedScene != null && ((Scene)SelectedScene).IsValid())
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