Last active
May 5, 2024 13:19
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Save jringrose/a8655f3232b0ee910bbfa2a1a26c421e 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.
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/* | |
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.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEditor; | |
using UnityEditor.SceneManagement; | |
using UnityEngine.SceneManagement; | |
[InitializeOnLoad] | |
public class SceneHistoryWidget { | |
private const int MAX_ITEMS = 10; | |
private static bool showOnRight = true; | |
private static List<HistoryItem> sceneHistory; | |
private static string[] sceneHistoryNames; | |
private static int currentSceneIndex = 0; | |
private static string currentScenePath; | |
private static bool ignoreNextSceneChange = false; | |
static SceneHistoryWidget(){ | |
EditorApplication.update += Update; | |
SceneView.onSceneGUIDelegate += OnGUI; | |
sceneHistory = new List<HistoryItem>(MAX_ITEMS); | |
var currentScene = EditorSceneManager.GetActiveScene(); | |
currentScenePath = currentScene.path; | |
LoadHistory(); | |
if(sceneHistory.Count > currentSceneIndex && sceneHistory[currentSceneIndex].path == currentScenePath){ | |
// history is still accurate, no need to refresh. | |
} else { | |
AddHistoryItem(currentScene); | |
} | |
if(EditorPrefs.HasKey(HistoryKey("showOnRight"))){ | |
showOnRight = EditorPrefs.GetBool(HistoryKey("showOnRight")); | |
} | |
} | |
private static void AddHistoryItem(Scene scene){ | |
HistoryItem item = new HistoryItem(); | |
item.name = scene.name; | |
item.path = scene.path; | |
if(string.IsNullOrEmpty(scene.path)) item.name = "Unsaved Scene"; | |
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 = EditorSceneManager.GetActiveScene(); | |
if(!activeScene.path.Equals(currentScenePath, System.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 { | |
get { return sceneHistory.Count > 1 && currentSceneIndex < sceneHistory.Count - 1; } | |
} | |
private static bool CanGoForwards { | |
get { return currentSceneIndex != 0; } | |
} | |
private static void HandleMouseInput(){ | |
if(Event.current != null && Event.current.rawType == EventType.MouseDown){ | |
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 HistoryItem(); | |
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; | |
} | |
[PreferenceItem("SceneHistory")] | |
private static void SceneHistory_Prefs(){ | |
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(); | |
} | |
} | |
private struct HistoryItem { | |
public string name; | |
public string path; | |
} | |
} |
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Hey jringrose!
PreferenceItem
is obsolete nowadays in Unity. In addition to that I don't know if having duplicate items in the list was intentional but these are both things I updated in my fork. Would be nice if you could update it since I can't do pull requetsts on a gist.