3.1.11: fix potential crash on scene reload

This commit is contained in:
Sinai
2021-03-03 22:09:14 +11:00
parent 2c95fec646
commit 995e2a3e93
3 changed files with 48 additions and 69 deletions

View File

@ -55,16 +55,15 @@ namespace UnityExplorer.Inspectors
{
get
{
if (!m_dontDestroyObject)
if (!s_dontDestroyObject)
{
m_dontDestroyObject = new GameObject("DontDestroyMe");
GameObject.DontDestroyOnLoad(m_dontDestroyObject);
s_dontDestroyObject = new GameObject("DontDestroyMe");
GameObject.DontDestroyOnLoad(s_dontDestroyObject);
}
return m_dontDestroyObject;
return s_dontDestroyObject;
}
}
internal static GameObject m_dontDestroyObject;
internal static GameObject s_dontDestroyObject;
public void Init()
{
@ -97,22 +96,6 @@ namespace UnityExplorer.Inspectors
}
}
//#if CPP
// public int GetSceneHandle(string sceneName)
// {
// if (sceneName == "DontDestroyOnLoad")
// return DontDestroyScene;
// for (int i = 0; i < SceneManager.sceneCount; i++)
// {
// var scene = SceneManager.GetSceneAt(i);
// if (scene.name == sceneName)
// return scene.handle;
// }
// return -1;
// }
//#endif
internal void OnSceneChange()
{
m_sceneDropdown.OnCancel(null);
@ -121,8 +104,13 @@ namespace UnityExplorer.Inspectors
private void RefreshSceneSelector()
{
var names = new List<string>();
var scenes = new List<Scene>();
var newNames = new List<string>();
var newScenes = new List<Scene>();
if (m_currentScenes == null)
m_currentScenes = new Scene[0];
bool anyChange = SceneManager.sceneCount != m_currentScenes.Length - 1;
for (int i = 0; i < SceneManager.sceneCount; i++)
{
@ -131,33 +119,32 @@ namespace UnityExplorer.Inspectors
if (scene == default)
continue;
scenes.Add(scene);
names.Add(scene.name);
if (!anyChange && !m_currentScenes.Any(it => it.GetHandle() == scene.GetHandle()))
anyChange = true;
newScenes.Add(scene);
newNames.Add(scene.name);
}
names.Add("DontDestroyOnLoad");
scenes.Add(DontDestroyScene);
newNames.Add("DontDestroyOnLoad");
newScenes.Add(DontDestroyScene);
m_sceneDropdown.options.Clear();
foreach (string scene in names)
foreach (string scene in newNames)
{
m_sceneDropdown.options.Add(new Dropdown.OptionData { text = scene });
}
if (!names.Contains(m_sceneDropdownText.text))
if (anyChange)
{
m_sceneDropdownText.text = names[0];
SetTargetScene(scenes[0]);
m_sceneDropdownText.text = newNames[0];
SetTargetScene(newScenes[0]);
}
m_currentScenes = scenes.ToArray();
m_currentScenes = newScenes.ToArray();
}
//#if CPP
// public void SetTargetScene(string name) => SetTargetScene(scene.handle);
//#endif
public void SetTargetScene(Scene scene)
{
if (scene == default)
@ -167,7 +154,7 @@ namespace UnityExplorer.Inspectors
#if CPP
GameObject[] rootObjs = SceneUnstrip.GetRootGameObjects(scene.handle);
#else
GameObject[] rootObjs = SceneUnstrip.GetRootGameObjects(scene);
GameObject[] rootObjs = scene.GetRootGameObjects();
#endif
SetSceneObjectList(rootObjs);