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