-
-
Save 123tris/46f3c35888d46dd8c9fc03bffaf2201a to your computer and use it in GitHub Desktop.
Drop this into an Editor folder in your project to add a history widget to your scene view. Supports going backwards and forwards through your recent scene history, as well as a dropdown of all recently edited scenes. Also supports the back/forwards buttons on your mouse! Doesn't support multi-scene editing very well, though.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
#if UNITY_EDITOR | |
/* | |
MIT License | |
Copyright (c) 2016 Jesse Ringrose | |
Permission is hereby granted, free of charge, to any person obtaining a copy | |
of this software and associated documentation files (the "Software"), to deal | |
in the Software without restriction, including without limitation the rights | |
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
copies of the Software, and to permit persons to whom the Software is | |
furnished to do so, subject to the following conditions: | |
The above copyright notice and this permission notice shall be included in all | |
copies or substantial portions of the Software. | |
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | |
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | |
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | |
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | |
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | |
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE | |
SOFTWARE. | |
*/ | |
using System; | |
using System.Collections.Generic; | |
using UnityEditor; | |
using UnityEditor.SceneManagement; | |
using UnityEngine; | |
using UnityEngine.SceneManagement; | |
[InitializeOnLoad] | |
public class SceneHistoryWidget | |
{ | |
private const int MAX_ITEMS = 10; | |
private static bool showOnRight; | |
private static readonly List<HistoryItem> sceneHistory; | |
private static string[] sceneHistoryNames; | |
private static int currentSceneIndex; | |
private static string currentScenePath; | |
private static bool ignoreNextSceneChange; | |
static SceneHistoryWidget() | |
{ | |
EditorApplication.update += Update; | |
SceneView.duringSceneGui += OnGUI; | |
sceneHistory = new List<HistoryItem>(MAX_ITEMS); | |
var currentScene = SceneManager.GetActiveScene(); | |
currentScenePath = currentScene.path; | |
LoadHistory(); | |
if (sceneHistory.Count > currentSceneIndex && sceneHistory[currentSceneIndex].path == currentScenePath) | |
{ | |
// history is still accurate, no need to refresh. | |
} | |
else | |
{ | |
AddHistoryItem(currentScene); | |
} | |
showOnRight = EditorPrefs.GetBool(HistoryKey("showOnRight")); | |
} | |
private static void AddHistoryItem(Scene scene) | |
{ | |
if (string.IsNullOrEmpty(scene.path)) | |
{ | |
return; | |
} | |
HistoryItem item = new(scene); | |
sceneHistory.Remove(item); | |
sceneHistory.Insert(0, item); | |
while (sceneHistory.Count > MAX_ITEMS) | |
{ | |
sceneHistory.RemoveAt(sceneHistory.Count - 1); | |
} | |
UpdateHistoryNames(); | |
SaveHistory(); | |
SetIndex(0); | |
} | |
private static void UpdateHistoryNames() | |
{ | |
sceneHistoryNames = new string[sceneHistory.Count]; | |
for (int i = 0; i < sceneHistory.Count; i++) | |
{ | |
sceneHistoryNames[i] = (i > 0 ? (-i).ToString() : "") + " " + sceneHistory[i].name; | |
} | |
} | |
private static void Update() | |
{ | |
var activeScene = SceneManager.GetActiveScene(); | |
if (!activeScene.path.Equals(currentScenePath, StringComparison.Ordinal)) | |
{ | |
currentScenePath = activeScene.path; | |
// ignore scene changes that were triggered by the widget | |
if (ignoreNextSceneChange) | |
{ | |
ignoreNextSceneChange = false; | |
} | |
else | |
{ | |
// if we're leaving an unsaved scene then remove it from history (we can't go back to it anyways) | |
if (sceneHistory.Count > 0 && string.IsNullOrEmpty(sceneHistory[0].path)) | |
{ | |
sceneHistory.RemoveAt(0); | |
} | |
AddHistoryItem(activeScene); | |
SceneView.RepaintAll(); | |
} | |
} | |
HandleMouseInput(); | |
} | |
private static void OnGUI(SceneView sceneView) | |
{ | |
Handles.BeginGUI(); | |
int pickerWidth = 150; | |
int buttonWidth = 16; | |
int barHeight = 16; | |
int barWidth = pickerWidth + buttonWidth + buttonWidth + 4; | |
int currX = 0; | |
if (showOnRight) | |
{ | |
currX = (int)(Screen.width / EditorGUIUtility.pixelsPerPoint) - barWidth; | |
} | |
GUI.Box(new Rect(currX, 0, barWidth, barHeight), "", EditorStyles.toolbar); | |
// back | |
GUI.enabled = CanGoBack; | |
if (GUI.Button(new Rect(currX, 0, buttonWidth, barHeight), "<", EditorStyles.toolbarButton)) | |
{ | |
LoadScene(currentSceneIndex + 1); | |
} | |
currX += buttonWidth; | |
GUI.enabled = true; | |
// dropdown | |
int newSceneIndex = EditorGUI.Popup(new Rect(currX, 0, pickerWidth, barHeight), currentSceneIndex, sceneHistoryNames, EditorStyles.toolbarPopup); | |
if (newSceneIndex != currentSceneIndex) | |
{ | |
LoadScene(newSceneIndex); | |
} | |
currX += pickerWidth; | |
// forward | |
GUI.enabled = CanGoForwards; | |
if (GUI.Button(new Rect(currX, 0, buttonWidth, barHeight), ">", EditorStyles.toolbarButton)) | |
{ | |
LoadScene(currentSceneIndex - 1); | |
} | |
currX += buttonWidth; | |
GUI.enabled = true; | |
Handles.EndGUI(); | |
HandleMouseInput(); | |
} | |
private static bool CanGoBack => sceneHistory.Count > 1 && currentSceneIndex < sceneHistory.Count - 1; | |
private static bool CanGoForwards => currentSceneIndex != 0; | |
private static void HandleMouseInput() | |
{ | |
if (Event.current is { rawType: EventType.ContextClick }) | |
{ | |
int button = Event.current.button; | |
if (button == 3 && CanGoBack) | |
{ | |
LoadScene(currentSceneIndex + 1); | |
Event.current.Use(); | |
} | |
else if (button == 4 && CanGoForwards) | |
{ | |
LoadScene(currentSceneIndex - 1); | |
Event.current.Use(); | |
} | |
} | |
} | |
private static void LoadScene(int sceneIndex) | |
{ | |
if (EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo()) | |
{ | |
ignoreNextSceneChange = true; | |
SetIndex(sceneIndex); | |
EditorSceneManager.OpenScene(sceneHistory[sceneIndex].path, OpenSceneMode.Single); | |
} | |
} | |
private static void SetIndex(int index) | |
{ | |
currentSceneIndex = index; | |
EditorPrefs.SetInt(HistoryKey("index"), currentSceneIndex); | |
} | |
private static void SaveHistory() | |
{ | |
for (int i = 0; i < sceneHistory.Count; i++) | |
{ | |
EditorPrefs.SetString(HistoryKey(i + "_path"), sceneHistory[i].path); | |
EditorPrefs.SetString(HistoryKey(i + "_name"), sceneHistory[i].name); | |
} | |
} | |
private static void LoadHistory() | |
{ | |
for (int i = 0; i < MAX_ITEMS; i++) | |
{ | |
if (EditorPrefs.HasKey(HistoryKey(i + "_path")) && EditorPrefs.HasKey(HistoryKey(i + "_name"))) | |
{ | |
HistoryItem item = new(); | |
item.path = EditorPrefs.GetString(HistoryKey(i + "_path")); | |
item.name = EditorPrefs.GetString(HistoryKey(i + "_name")); | |
sceneHistory.Add(item); | |
} | |
else | |
{ | |
break; | |
} | |
} | |
if (EditorPrefs.HasKey(HistoryKey("index"))) | |
{ | |
currentSceneIndex = EditorPrefs.GetInt(HistoryKey("index")); | |
} | |
UpdateHistoryNames(); | |
} | |
private static string HistoryKey(string key) | |
{ | |
return "sceneHistory_" + PlayerSettings.productName + "_" + key; | |
} | |
[SettingsProvider] | |
private static SettingsProvider SceneHistory_Prefs() | |
{ | |
SettingsProvider sceneHistoryPrefs = new("Preferences/Scene History", SettingsScope.User) | |
{ | |
guiHandler = _ => | |
{ | |
bool newShowOnRight = EditorGUILayout.Toggle("Show On Right", showOnRight); | |
if (showOnRight != newShowOnRight) | |
{ | |
showOnRight = newShowOnRight; | |
EditorPrefs.SetBool(HistoryKey("showOnRight"), showOnRight); | |
} | |
if (GUILayout.Button("Clear History")) | |
{ | |
for (int i = 0; i < MAX_ITEMS; i++) | |
{ | |
EditorPrefs.DeleteKey(HistoryKey(i + "_path")); | |
EditorPrefs.DeleteKey(HistoryKey(i + "_name")); | |
} | |
while (sceneHistory.Count > 1) | |
sceneHistory.RemoveAt(1); | |
UpdateHistoryNames(); | |
} | |
} | |
}; | |
return sceneHistoryPrefs; | |
} | |
private struct HistoryItem | |
{ | |
public string name; | |
public string path; | |
public HistoryItem(Scene scene) | |
{ | |
name = scene.name; | |
path = scene.path; | |
} | |
} | |
} | |
#endif //UNITY_EDITOR |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment