Version: 2022.1
言語: 日本語

ISceneTemplatePipeline

interface in UnityEditor.SceneTemplate

マニュアルに切り替える

説明

Derive from this interface to package a custom code sequence when a Scene template is instantiated. ISceneTemplatePipeline is instantiated once when a template is instantiated, and is notified multiple times during the instantiation sequence.

using UnityEngine.SceneManagement;
using UnityEditor.SceneTemplate;

public class MySceneTemplatePipeline : ISceneTemplatePipeline { public virtual bool IsValidTemplateForInstantiation(SceneTemplateAsset sceneTemplateAsset) { // Check if the scene template is valid for this project. return true; }

public virtual void BeforeTemplateInstantiation(SceneTemplateAsset sceneTemplateAsset, bool isAdditive, string sceneName) { // Do some work before instantiating the new scene based on the template. UnityEngine.Debug.Log($"BeforeTemplateInstantiation {sceneTemplateAsset.name} isAdditive: {isAdditive} sceneName: {sceneName}"); }

public virtual void AfterTemplateInstantiation(SceneTemplateAsset sceneTemplateAsset, Scene scene, bool isAdditive, string sceneName) { // Do some work after instantiating the new scene. UnityEngine.Debug.Log($"AfterTemplateInstantiation {sceneTemplateAsset.name} scene: {scene} isAdditive: {isAdditive} sceneName: {sceneName}"); } }

Public 関数

AfterTemplateInstantiationAn event called after the Scene template is instantiated, and while the new scene is still loaded.
BeforeTemplateInstantiationAn event called before the Scene template is instantiated.
IsValidTemplateForInstantiationAn event called before the New Scene dialog is displayed to determine whether this template is available in the dialog.