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[]; } }