-
-
Save xepherys/e85e7106da7cbf0c453a090be2271704 to your computer and use it in GitHub Desktop.
Unity editor script for better editing of prefabs. Put in Assets/Editor.
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
using UnityEngine; | |
using UnityEditor; | |
using UnityEditor.SceneManagement; | |
using UnityEngine.SceneManagement; | |
// From https://gist.github.com/JohannesDeml/5802473b569718c9c86de906b7039aec | |
// Original https://gist.github.com/ulrikdamm/338392c3b0900de225ec6dd10864cab4 | |
// Adds a "Edit Prefab" option in the Assets menu (or right clicking an asset in the project browser). | |
// This opens an empty scene with your prefab where you can edit it. | |
// Put this script in your project as Assets/Editor/EditPrefab.cs | |
public class EditPrefabInScene | |
{ | |
private static Object GetPrefab(Object selection) | |
{ | |
if (selection == null) | |
{ | |
return null; | |
} | |
var prefabType = PrefabUtility.GetPrefabType(selection); | |
if (prefabType == PrefabType.PrefabInstance) | |
{ | |
var prefab = PrefabUtility.GetPrefabParent(selection); | |
return prefab; | |
} | |
if (prefabType == PrefabType.Prefab) | |
{ | |
return selection; | |
} | |
return null; | |
} | |
[MenuItem("Assets/Edit prefab")] | |
public static void EditPrefab() | |
{ | |
var prefab = GetPrefab(Selection.activeObject); | |
EditorSceneManager.SaveOpenScenes(); | |
var currentScenes = new SceneSetupWrapper(); | |
currentScenes.TakeSnapshot(); | |
var scene = EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects, NewSceneMode.Single); | |
var instance = (GameObject) PrefabUtility.InstantiatePrefab(prefab, scene); | |
Selection.activeObject = instance; | |
SceneView.lastActiveSceneView.FrameSelected(); | |
var returnHandler = new ReturnToSceneGUI(); | |
returnHandler.PreviousSceneSetup = currentScenes; | |
returnHandler.PrefabInstance = instance; | |
} | |
[MenuItem("Assets/Edit prefab", true)] | |
public static bool EditPrefabValidator() | |
{ | |
var prefab = GetPrefab(Selection.activeObject); | |
return prefab != null; | |
} | |
} | |
public sealed class SceneSetupWrapper | |
{ | |
private string[] scenePaths; | |
private bool[] scenesLoaded; | |
private int activeSceneIndex; | |
public void TakeSnapshot() | |
{ | |
int sceneCount = SceneManager.sceneCount; | |
scenePaths = new string[sceneCount]; | |
scenesLoaded = new bool[sceneCount]; | |
var activeScene = SceneManager.GetActiveScene(); | |
for (int i = 0; i < sceneCount; i++) | |
{ | |
var scene = SceneManager.GetSceneAt(i); | |
scenePaths[i] = scene.path; | |
scenesLoaded[i] = scene.isLoaded; | |
if (scene == activeScene) | |
{ | |
activeSceneIndex = i; | |
} | |
} | |
} | |
public void OpenSetup() | |
{ | |
if (scenePaths.Length == 0) | |
{ | |
Debug.LogError("Can't open scene setup, no data stored."); | |
return; | |
} | |
try | |
{ | |
bool canceled = false; | |
int sceneCount = scenePaths.Length; | |
canceled = EditorUtility.DisplayCancelableProgressBar("Loading scenes", | |
"Loading scenes from Setup", (float)0 / sceneCount); | |
Scene activeScene = EditorSceneManager.OpenScene(scenePaths[0]); | |
if (canceled) | |
{ | |
EditorUtility.ClearProgressBar(); | |
return; | |
} | |
for (int i = 1; i < sceneCount; i++) | |
{ | |
canceled = EditorUtility.DisplayCancelableProgressBar("Loading scenes", | |
"Loading scenes from Setup", (float)i / sceneCount); | |
if (canceled) | |
{ | |
EditorUtility.ClearProgressBar(); | |
return; | |
} | |
var openSceneMode = scenesLoaded[i] ? OpenSceneMode.Additive : OpenSceneMode.AdditiveWithoutLoading; | |
var scene = EditorSceneManager.OpenScene(scenePaths[i], openSceneMode); | |
if (activeSceneIndex == i) | |
{ | |
activeScene = scene; | |
} | |
} | |
SceneManager.SetActiveScene(activeScene); | |
} | |
finally | |
{ | |
EditorUtility.ClearProgressBar(); | |
} | |
} | |
} | |
public sealed class ReturnToSceneGUI | |
{ | |
public SceneSetupWrapper PreviousSceneSetup; | |
public GameObject PrefabInstance; | |
private GUIStyle style; | |
public ReturnToSceneGUI() | |
{ | |
SceneView.onSceneGUIDelegate += RenderSceneGUI; | |
style = new GUIStyle(); | |
style.margin = new RectOffset(10, 10, 10, 10); | |
} | |
public void RenderSceneGUI(SceneView sceneview) | |
{ | |
Handles.BeginGUI(); | |
GUILayout.BeginArea(new Rect(20, 20, 180, 300), style); | |
var rect = EditorGUILayout.BeginVertical(); | |
GUI.Box(rect, GUIContent.none); | |
if (GUILayout.Button("Apply and return", new GUILayoutOption[0])) | |
{ | |
PrefabUtility.ReplacePrefab(PrefabInstance, PrefabUtility.GetPrefabParent(PrefabInstance), ReplacePrefabOptions.ConnectToPrefab); | |
SceneView.onSceneGUIDelegate -= RenderSceneGUI; | |
PreviousSceneSetup.OpenSetup(); | |
} | |
if (GUILayout.Button("Discard changes", new GUILayoutOption[0])) | |
{ | |
SceneView.onSceneGUIDelegate -= RenderSceneGUI; | |
PreviousSceneSetup.OpenSetup(); | |
} | |
EditorGUILayout.EndVertical(); | |
GUILayout.EndArea(); | |
Handles.EndGUI(); | |
} | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment