chunk 1: core gameplay scripts scenes runtime assets

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2026-04-06 11:02:34 +03:00
parent fa0388bc79
commit 0d11a097d8
703 changed files with 2292651 additions and 0 deletions

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using UnityEngine;
using UnityEditor;
using UnityEditor.SceneManagement;
using System.Collections.Generic;
using System.Linq;
#if UNITY_EDITOR
public class BuildSettingsUpdater
{
[UnityEditor.MenuItem("Tools/Update Build Settings with Waiting Scene")]
public static void AddWaitingSceneToBuild()
{
// Get current scenes in build settings
List<EditorBuildSettingsScene> scenes = new List<EditorBuildSettingsScene>(EditorBuildSettings.scenes);
// Path to the waiting scene
string waitingScenePath = "Assets/Scenes/WaitingScene.unity";
// Check if the waiting scene exists in the project
if (!System.IO.File.Exists(waitingScenePath))
{
Debug.LogError("WaitingScene.unity does not exist. Please create it first using Tools/Create Waiting Scene.");
return;
}
// Check if the waiting scene is already in build settings
bool alreadyInBuild = scenes.Any(scene => scene.path == waitingScenePath);
if (!alreadyInBuild)
{
// Add the waiting scene right after the MenuScene (position 1)
int menuSceneIndex = -1;
for (int i = 0; i < scenes.Count; i++)
{
if (scenes[i].path.Contains("MenuScene"))
{
menuSceneIndex = i;
break;
}
}
if (menuSceneIndex >= 0)
{
scenes.Insert(menuSceneIndex + 1, new EditorBuildSettingsScene(waitingScenePath, true));
}
else
{
// If MenuScene not found, add it before Game scene
int gameSceneIndex = -1;
for (int i = 0; i < scenes.Count; i++)
{
if (scenes[i].path.Contains("Game"))
{
gameSceneIndex = i;
break;
}
}
if (gameSceneIndex >= 0)
{
scenes.Insert(gameSceneIndex, new EditorBuildSettingsScene(waitingScenePath, true));
}
else
{
// If no Game scene found, add to the end
scenes.Add(new EditorBuildSettingsScene(waitingScenePath, true));
}
}
// Save changes
EditorBuildSettings.scenes = scenes.ToArray();
Debug.Log("WaitingScene added to build settings.");
}
else
{
Debug.Log("WaitingScene is already in build settings.");
}
}
}
#endif