Unity3D 批处理场景的工具

//场景的批量处理器

public static class OperateScene
{

    public const string SceneDir = "Assets/Scene/";
    public const string SceneNamePrefix = "Scene_";
    public const string SceneNameExt = ".unity";
    public const int SceneCount = 16;

    private static void OperateSceneMenu(Action<int ,Scene , GameObject[]> call)
    {

        for (int i = 0; i < SceneCount; i++)
        {
            int idx = i + 1;
            var scenePath = Path.Combine(SceneDir, SceneNamePrefix + idx + SceneNameExt);

            try
            {
                
                var scene = EditorSceneManager.OpenScene(scenePath, OpenSceneMode.Additive);

                EditorUtility.DisplayProgressBar("OperateSceneMenu", scenePath, i / SceneCount);
                
                var gos = scene.GetRootGameObjects();

                call(i,scene, gos);

                EditorSceneManager.SaveScene(scene);
                EditorSceneManager.CloseScene(scene, true);
            }
            catch (Exception e)
            {

                Debug.LogError(scenePath+"
"+e.Message);
            }

        }

        EditorUtility.ClearProgressBar();
    }

传入一个回掉函数就可以了

原文地址:https://www.cnblogs.com/mrblue/p/8260717.html