一、起因:
没有起因,只是想写点东西。
二、实现方式:
1、使用的Unity版本如图:
2、代码如下:
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
[InitializeOnLoad]
public class AutoSave
{
static AutoSave()
{
EditorApplication.playModeStateChanged += SaveOnPlay;
}
private static void SaveOnPlay(PlayModeStateChange state)
{
if(state==PlayModeStateChange.ExitingEditMode)
{
Debug.Log("Auto-saving ...");
EditorSceneManager.SaveOpenScenes();
AssetDatabase.SaveAssets();
}
}
}
3、稍作解释:
a、InitializeOnLoad 意思就是说当你的Unity初始化和重编译的时候顺带也初始化这个编辑器类。
b、一个静态方法,监听当play 模式发生改变的时候执行某个方法,此处执行的是SaveOnPlay方法。
c、SaveOnPlay方法中就是监听状态发生改变,改变成退出Edit模式的时候(不是退出Unity)执行场景保存和保存AssetData。
三、附加:
顺带看一下这个枚举:
namespace UnityEditor
{
//
// 摘要:
// Enumeration specifying a change in the Editor's play mode state. See Also: PauseState,
// EditorApplication.playModeStateChanged, EditorApplication.isPlaying.
public enum PlayModeStateChange
{
//
// 摘要:
// Occurs during the next update of the Editor application if it is in edit mode
// and was previously in play mode.
EnteredEditMode = 0,
//
// 摘要:
// Occurs when exiting edit mode, before the Editor is in play mode.
ExitingEditMode = 1,
//
// 摘要:
// Occurs during the next update of the Editor application if it is in play mode
// and was previously in edit mode.
EnteredPlayMode = 2,
//
// 摘要:
// Occurs when exiting play mode, before the Editor is in edit mode.
ExitingPlayMode = 3
}
}
说白了就是进入Editor模式、退出Editor模式、进入Play模式和退出Play模式。至于他们的顺序,我们可以试验验证下,代码如下:
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
[InitializeOnLoad]
public class AutoSave
{
static AutoSave()
{
EditorApplication.playModeStateChanged += SaveOnPlay;
}
private static void SaveOnPlay(PlayModeStateChange state)
{
if(state==PlayModeStateChange.ExitingEditMode)
{
Debug.Log("ExitingEditMode");
Debug.Log("Auto-saving ...");
EditorSceneManager.SaveOpenScenes();
AssetDatabase.SaveAssets();
}
if (state == PlayModeStateChange.EnteredEditMode)
{
Debug.Log("EnteredEditMode");
}
if (state == PlayModeStateChange.EnteredPlayMode)
{
Debug.Log("EnteredPlayMode");
}
if (state == PlayModeStateChange.ExitingPlayMode)
{
Debug.Log("ExitingPlayMode");
}
}
}
结果如下,是不是跟我们预想的一样。(试验过程就是从Editor模式运行一下,然后关闭运行状态)并没有什么特别的事情。
四、关于UnityTips
最近如果闲,可能会出一系列这种。有兴趣的可以持续关注一下。