81 lines
3.1 KiB
C#
81 lines
3.1 KiB
C#
using System;
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using System.Linq;
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using UnityEditor;
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using UnityEngine;
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namespace Stary.Evo.Editor
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{
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public class ChangePlayerSchema
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{
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public static PLayerMode PLayerMode
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{
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get => _pLayerMode;
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set => SetPlayerMode(value);
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}
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private static PLayerMode _pLayerMode;
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private const string EditorSimulateMode = "Evo/Schema/ChangePlayer/EditorSimulateMode(编辑器调试模式)";
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private const string HostPlayMode = "Evo/Schema/ChangePlayer/HostPlayMode(联机运行模式)";
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private const string WebPlayMode = "Evo/Schema/ChangePlayer/WebPlayMode(Web运行模式)";
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[MenuItem(EditorSimulateMode, false,3)]
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private static void SetEditorMode() => SetPlayerMode(PLayerMode.EDITOR_SIMULATEMODE);
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[MenuItem(HostPlayMode, false,3)]
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private static void SetHostMode() => SetPlayerMode(PLayerMode.HOST_PLAYMODE);
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// [MenuItem(WebPlayMode)]
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// private static void SetWebMode() => SetPlayerMode(PLayerMode.WEB_PLAYMODE);
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[MenuItem(EditorSimulateMode, true,3)]
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private static bool ValidateModeMenu()
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{
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string platform = EditorPrefs.GetString("ChangePlayerSchema");
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Menu.SetChecked(EditorSimulateMode, platform == PLayerMode.EDITOR_SIMULATEMODE.ToString());
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Menu.SetChecked(HostPlayMode, platform == PLayerMode.HOST_PLAYMODE.ToString());
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//Menu.SetChecked(WebPlayMode, platform == PLayerMode.WEB_PLAYMODE.ToString());
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Debug.LogError($"ChangePlayerSchema:{platform}");
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return true;
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}
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public static void SetPlayerMode(PLayerMode mode)
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{
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// 清除所有旧模式定义
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var currentTarget = EditorUserBuildSettings.selectedBuildTargetGroup;
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if (currentTarget == BuildTargetGroup.Unknown) return;
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var defines = PlayerSettings.GetScriptingDefineSymbolsForGroup(currentTarget)
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.Split(';')
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.Where(d => !Enum.GetNames(typeof(PLayerMode)).Contains(d))
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.ToList();
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// 添加新模式
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defines.Add(mode.ToString());
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PlayerSettings.SetScriptingDefineSymbolsForGroup(currentTarget, string.Join(";", defines));
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Debug.Log($"当前编译符号: {string.Join(";", defines)}"); // 添加调试日志
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_pLayerMode = mode;
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EditorPrefs.SetString("ChangePlayerSchema", _pLayerMode.ToString());
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ValidateModeMenu();
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AssetDatabase.Refresh();
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// 添加解决方案文件重新生成逻辑
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EditorApplication.delayCall += () =>
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{
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EditorApplication.ExecuteMenuItem("Assets/Open C# Project");
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UnityEditor.Compilation.CompilationPipeline.RequestScriptCompilation();
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Debug.Log("已强制重新生成解决方案文件");
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};
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}
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}
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public enum PLayerMode
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{
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//编辑仿真模式,
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EDITOR_SIMULATEMODE,
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//联机运行模式
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HOST_PLAYMODE,
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// //web运行模式
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// WEB_PLAYMODE
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}
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} |