Reorganize project folders and clean up editor tooling
Move editor scripts to Assets/Scripts/Editor (PlaySceneWindow, SceneCollection), move DefaultNetworkPrefabs and the Main Camera custom blends asset into Assets/Settings, and shelve the unused HeroCutout shader/include under Assets/Unused. Rename the Chameleon background texture, delete the obsolete DefaultParentForEditor script and New Lighting Settings asset, add a The Room SceneCollection asset, and drop the redundant Assets menu entry from the StraightenKnees tool.
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using UnityEditor;
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using UnityEditor.SceneManagement;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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namespace Chameleon.Editor
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{
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[ExecuteAlways]
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public class PlaySceneWindow : EditorWindow
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{
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[MenuItem("Tools/Chameleon/Play Scene")]
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public static void Open()
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=> _ = GetWindow<PlaySceneWindow>("Play Scene");
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[SerializeField] bool enabled = true;
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[SerializeField] string lastActiveScene;
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[SerializeField] List<string> lastScenePaths = new();
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[SerializeField] string scenePath;
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[SerializeField] int sceneIndex;
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static List<(string path, SceneCollection collection)> sceneCollections;
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static string[] scenePaths;
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static string[] sceneNames;
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static string activeScenePath
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=> SceneManager.GetActiveScene().path;
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void OnEnable()
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{
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OnDisable();
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RefreshSceneCollections();
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scenePaths = EditorBuildSettings.scenes.Select(x => x.path).ToArray();
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sceneNames = scenePaths.Select(Path.GetFileNameWithoutExtension).ToArray();
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EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
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}
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void RefreshSceneCollections()
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{
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sceneCollections = AssetDatabase.FindAssets($"t:{nameof(SceneCollection)}")
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.Select(AssetDatabase.GUIDToAssetPath)
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.Select(AssetDatabase.LoadAssetAtPath<SceneCollection>)
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.Where(x => x)
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.Select(x => (
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string.Join(";", x.sceneAssets.Select(AssetDatabase.GetAssetPath)),
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x
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))
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.ToList();
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}
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void OnDisable()
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{
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EditorApplication.playModeStateChanged -= OnPlayModeStateChanged;
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}
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void OnPlayModeStateChanged(PlayModeStateChange state)
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{
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if (!enabled)
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return;
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if (state != PlayModeStateChange.ExitingEditMode)
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return;
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if (!EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo())
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EditorApplication.ExitPlaymode();
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lastActiveScene = SceneManager.GetActiveScene().path;
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lastScenePaths = Enumerable
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.Range(0, SceneManager.sceneCount)
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.Select(i => SceneManager.GetSceneAt(i).path)
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.ToList();
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scenePath = scenePaths[sceneIndex];
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EditorSceneManager.OpenScene(scenePath);
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}
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void Update()
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{
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if (!enabled)
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return;
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if (EditorApplication.isPlaying)
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return;
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if (lastScenePaths.Count == 0)
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return;
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if (scenePath is not null)
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return;
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var scene = lastScenePaths.First();
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if (scene == string.Empty)
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return;
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EditorSceneManager.OpenScene(scene);
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foreach (var scenePath in lastScenePaths.Skip(1))
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EditorSceneManager.OpenScene(scenePath, OpenSceneMode.Additive);
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if (!string.IsNullOrEmpty(lastActiveScene))
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{
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var activeScene = SceneManager.GetSceneByPath(lastActiveScene);
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if (activeScene.IsValid())
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SceneManager.SetActiveScene(activeScene);
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lastActiveScene = string.Empty;
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}
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lastScenePaths.Clear();
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}
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static GUIStyle blockStyle1;
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static GUIStyle blockStyle2;
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static GUIStyle buttonStyle;
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void OnGUI()
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{
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blockStyle1 ??= new() { padding = new(6, 6, 6, 3) };
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blockStyle2 ??= new() { padding = new(6, 6, 3, 6) };
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buttonStyle ??= new(GUI.skin.button) { padding = new(3, 3, 1, 1) };
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System.Action action = null;
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var isPlaying = EditorApplication.isPlaying;
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GUI.FocusControl(null);
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GUILayout.BeginHorizontal(blockStyle1);
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{
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GUI.enabled = !isPlaying;
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var path = string.Join(";", Enumerable
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.Range(0, SceneManager.sceneCount)
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.Select(i => SceneManager.GetSceneAt(i).path)
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);
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var options = sceneCollections.Select(x => x.collection.name);
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var index = sceneCollections.FindIndex(x => x.path == path);
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if (index == -1)
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{
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index = 0;
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options = options.Prepend("(New Scene Collection)");
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var newIndex = EditorGUILayout.Popup(index, options.ToArray());
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if (newIndex != index)
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sceneCollections[newIndex - 1].collection.Open();
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if (GUILayout.Button("Create", buttonStyle, GUILayout.ExpandWidth(false)))
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{
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var sceneCollection = CreateInstance<SceneCollection>();
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sceneCollection.sceneAssets.AddRange(
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Enumerable
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.Range(0, SceneManager.sceneCount)
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.Select(i => SceneManager.GetSceneAt(i).path)
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.Select(AssetDatabase.LoadAssetAtPath<SceneAsset>)
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);
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var assetPath = AssetDatabase.GenerateUniqueAssetPath($"Assets/Untitled Scene Collection.asset");
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AssetDatabase.CreateAsset(sceneCollection, assetPath);
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AssetDatabase.Refresh();
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RefreshSceneCollections();
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}
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}
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else
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{
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var newIndex = EditorGUILayout.Popup(index, options.ToArray());
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if (newIndex != index)
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sceneCollections[newIndex].collection.Open();
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}
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if (GUILayout.Button(EditorGUIUtility.IconContent("d_Refresh"), buttonStyle, GUILayout.ExpandWidth(false)))
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{
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action = OnEnable;
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}
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}
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GUILayout.EndHorizontal();
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if (enabled)
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{
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if (isPlaying)
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{
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GUI.color = new(.5f, 1, .5f);
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GUI.enabled = false;
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if (scenePath is not null && scenePath == activeScenePath)
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scenePath = null;
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}
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else
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{
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if (enabled)
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GUI.color = new(.75f, 1, .75f);
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if (scenePath == activeScenePath)
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EditorApplication.EnterPlaymode();
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}
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}
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GUILayout.BeginHorizontal(blockStyle2);
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{
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enabled = EditorGUILayout.Toggle(enabled, GUILayout.Width(16));
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GUI.enabled = enabled && !isPlaying;
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sceneIndex = EditorGUILayout.Popup(sceneIndex, sceneNames);
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GUI.enabled = !isPlaying;
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//var disabled = !EditorSettings.enterPlayModeOptionsEnabled;
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var disabled = EditorSettings.enterPlayModeOptions != EnterPlayModeOptions.DisableDomainReload;
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GUI.color = disabled ? new(1, .75f, .5f) : new(.825f, .825f, .825f);
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disabled = EditorGUILayout.Toggle(disabled, GUILayout.Width(14));
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EditorGUILayout.LabelField("Reload Domain", GUILayout.Width(86));
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//EditorSettings.enterPlayModeOptionsEnabled = !disabled;
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EditorSettings.enterPlayModeOptions
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= EnterPlayModeOptions.DisableDomainReload
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| EnterPlayModeOptions.DisableSceneReload;
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}
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GUILayout.EndHorizontal();
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action?.Invoke();
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}
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}
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}
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