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plugin-library/Assets/00.StaryEvo/Editor/BuildAsset/ChangePlayerMode/ChangePointClondMode.cs

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2.9 KiB
C#
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using System;
using System.Linq;
using UnityEditor;
using UnityEngine;
namespace Stary.Evo.Editor
{
public class ChangePointClondMode
{
public static PointClondMode PointClondMode
{
get => _pointClondMode;
set => SetPoindClondMode(value);
}
private static PointClondMode _pointClondMode;
private const string EditorNotMode = "Evo/Schema/ChangePointClond/NotPointClond";
private const string EditorImmersalMode = "Evo/Schema/ChangePointClond/Immersal";
[MenuItem(EditorNotMode)]
private static void SetNotMode() => SetPoindClondMode(PointClondMode.NotPointClond);
[MenuItem(EditorImmersalMode)]
private static void SetImmersalMode() => SetPoindClondMode(PointClondMode.Immersal);
// [MenuItem(WebPlayMode)]
// private static void SetWebMode() => SetPlayerMode(HotUpdateMode.WEB_PLAYMODE);
[MenuItem(EditorNotMode, true)]
private static bool ValidateModeMenu()
{
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string platform = EditorPrefs.GetString("ChangePoindClondSchema");
Menu.SetChecked(EditorNotMode, platform == PointClondMode.NotPointClond.ToString());
Menu.SetChecked(EditorImmersalMode, platform == PointClondMode.Immersal.ToString());
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//Menu.SetChecked(WebPlayMode, platform == HotUpdateMode.WEB_PLAYMODE.ToString());
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Debug.LogError("ChangePoindClondSchema");
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return true;
}
public static void SetPoindClondMode(PointClondMode mode)
{
// 清除所有旧模式定义
var currentTarget = EditorUserBuildSettings.selectedBuildTargetGroup;
if (currentTarget == BuildTargetGroup.Unknown) return;
var defines = PlayerSettings.GetScriptingDefineSymbolsForGroup(currentTarget)
.Split(';')
.Where(d => !Enum.GetNames(typeof(HotUpdateMode)).Contains(d))
.ToList();
// 添加新模式
defines.Add(mode.ToString());
PlayerSettings.SetScriptingDefineSymbolsForGroup(currentTarget, string.Join(";", defines));
Debug.Log($"当前编译符号: {string.Join(";", defines)}"); // 添加调试日志
_pointClondMode = mode;
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EditorPrefs.SetString("ChangePoindClondSchema", _pointClondMode.ToString());
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ValidateModeMenu();
AssetDatabase.Refresh();
// 添加解决方案文件重新生成逻辑
EditorApplication.delayCall += () =>
{
EditorApplication.ExecuteMenuItem("Assets/Open C# Project");
UnityEditor.Compilation.CompilationPipeline.RequestScriptCompilation();
Debug.Log("已强制重新生成解决方案文件");
};
}
}
public enum PointClondMode
{
//非点云模式,
NotPointClond,
//Immersal模式
Immersal,
}
}