| using System.Collections; | 
| using System.Collections.Generic; | 
| using UnityEngine; | 
| using UnityEditor; | 
|   | 
| public class ScenesInBuildSetting | 
| { | 
|   | 
|     [MenuItem("程序/Scenes/Delete All", false, 1)] | 
|     public static void DeleteSceneInBuild() | 
|     { | 
|         AssetDatabase.Refresh(); | 
|         string scenePath = ""; | 
|         ArrayList list = new ArrayList(); | 
|         foreach (EditorBuildSettingsScene e in EditorBuildSettings.scenes) | 
|         { | 
|             if (e == null) | 
|             { | 
|                 continue; | 
|             } | 
|   | 
|             scenePath = e.path; | 
|             EditorBuildSettingsScene scene = new EditorBuildSettingsScene | 
|             { | 
|                 path = scenePath, | 
|                 enabled = scenePath == "Assets/Resources/Scenes/Launch.unity" || scenePath == "Assets/Resources/Scenes/Empty.unity" ? true : false | 
|             }; | 
|             list.Add(scene); | 
|         } | 
|         EditorBuildSettings.scenes = list.ToArray(typeof(EditorBuildSettingsScene)) as EditorBuildSettingsScene[]; | 
|     } | 
|   | 
|     [MenuItem("程序/Scenes/Add All", false, 1)] | 
|     public static void AddSceneInBuild() | 
|     { | 
|         AssetDatabase.Refresh(); | 
|         string scenePath = ""; | 
|         bool sceneEnable = false; | 
|         ArrayList list = new ArrayList(); | 
|         foreach (EditorBuildSettingsScene e in EditorBuildSettings.scenes) | 
|         { | 
|             if (e == null) | 
|             { | 
|                 continue; | 
|             } | 
|   | 
|             scenePath = e.path; | 
|             if (scenePath.ToLower().IndexOf("test") == -1) | 
|             { | 
|                 sceneEnable = true; | 
|             } | 
|             else | 
|             { | 
|                 sceneEnable = false; | 
|             } | 
|             EditorBuildSettingsScene scene = new EditorBuildSettingsScene | 
|             { | 
|                 path = scenePath, | 
|                 enabled = sceneEnable | 
|             }; | 
|             list.Add(scene); | 
|         } | 
|         EditorBuildSettings.scenes = list.ToArray(typeof(EditorBuildSettingsScene)) as EditorBuildSettingsScene[]; | 
|     } | 
| } |