forked from Unity-Technologies/EntityComponentSystemSamples
-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathSetBuildConfigurationComponent.cs
More file actions
79 lines (66 loc) · 2.18 KB
/
Copy pathSetBuildConfigurationComponent.cs
File metadata and controls
79 lines (66 loc) · 2.18 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
using System;
using System.Linq;
using Unity.Entities;
using Unity.Scenes;
using UnityEditor;
using UnityEngine;
using UnityEngine.LowLevel;
using Hash128 = Unity.Entities.Hash128;
#if UNITY_EDITOR
using Unity.Build;
#endif
#pragma warning disable 649
[ExecuteAlways]
public class SetBuildConfigurationComponent : MonoBehaviour
{
#if UNITY_EDITOR
[SerializeField]
public BuildConfiguration _BuildConfigurationA;
[SerializeField]
public BuildConfiguration _BuildConfigurationB;
#endif
[SerializeField]
[HideInInspector]
Hash128 _BuildConfigurationGUIDA;
[SerializeField]
[HideInInspector]
Hash128 _BuildConfigurationGUIDB;
private World worldA;
private World worldB;
static void SetBuildConfigurationOnWorld(Hash128 buildConfigurationGUID, World world)
{
if (world == null)
return;
world.GetExistingSystem<SceneSystem>().BuildConfigurationGUID = buildConfigurationGUID;
}
private void OnValidate()
{
#if UNITY_EDITOR
_BuildConfigurationGUIDA = new GUID(AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(_BuildConfigurationA)));
_BuildConfigurationGUIDB = new GUID(AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(_BuildConfigurationB)));
#endif
SetBuildConfigurationOnWorld(_BuildConfigurationGUIDA, worldA);
SetBuildConfigurationOnWorld(_BuildConfigurationGUIDB, worldB);
}
private void OnEnable()
{
var worldNameA = "BuildConfiguration Test World A";
var worldNameB = "BuildConfiguration Test World B";
World.DisposeAllWorlds();
DefaultWorldInitialization.Initialize(worldNameA, !Application.isPlaying);
DefaultWorldInitialization.Initialize(worldNameB, !Application.isPlaying);
foreach (var world in World.All)
{
if (worldA == null && world.Name == worldNameA)
worldA = world;
else if (worldB == null && world.Name == worldNameB)
worldB = world;
}
OnValidate();
}
private void OnDisable()
{
World.DisposeAllWorlds();
DefaultWorldInitialization.Initialize("Default World", !Application.isPlaying);
}
}