unity3d 自动保存

using UnityEngine;
using UnityEditor;
using System;
public class AutoSave : EditorWindow {
private bool autoSaveScene = true;
private bool showMessage = true;
private bool isStarted = false;
private int intervalScene;
private DateTime lastSaveTimeScene = DateTime.Now;
private string projectPath = Application.dataPath;
private string scenePath;
[MenuItem ("Window/AutoSave")]
static void Init () {
AutoSave saveWindow = (AutoSave)EditorWindow.GetWindow (typeof (AutoSave));
saveWindow.Show();
}
void OnGUI () {
GUILayout.Label ("Info:", EditorStyles.boldLabel);
EditorGUILayout.LabelField ("Saving to:", ""+projectPath);
EditorGUILayout.LabelField ("Saving scene:", ""+scenePath);
GUILayout.Label ("Options:", EditorStyles.boldLabel);
autoSaveScene = EditorGUILayout.BeginToggleGroup ("Auto save", autoSaveScene);
intervalScene = EditorGUILayout.IntSlider ("Interval (minutes)", intervalScene, , );
if(isStarted) {
EditorGUILayout.LabelField ("Last save:", ""+lastSaveTimeScene);
}
EditorGUILayout.EndToggleGroup();
showMessage = EditorGUILayout.BeginToggleGroup ("Show Message", showMessage);
EditorGUILayout.EndToggleGroup ();
}
void Update(){
scenePath = EditorApplication.currentScene;
if(autoSaveScene) {
if(DateTime.Now.Minute >= (lastSaveTimeScene.Minute+intervalScene) || DateTime.Now.Minute == && DateTime.Now.Second == ){
saveScene();
}
} else {
isStarted = false;
}
}
void saveScene() {
EditorApplication.SaveScene(scenePath);
lastSaveTimeScene = DateTime.Now;
isStarted = true;
if(showMessage){
Debug.Log("AutoSave saved: "+scenePath+" on "+lastSaveTimeScene);
}
AutoSave repaintSaveWindow = (AutoSave)EditorWindow.GetWindow (typeof (AutoSave));
repaintSaveWindow.Repaint();
}
}

因为这个编辑窗口必须在激活状态,所以 你可以把它附属在某个窗口下面 比如Project视图。

<ignore_js_op>unity3d 自动保存

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