Memo
- 플레이모드 -> 에디터모드 진입 시 플레이모드의 변경사항 유지
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public class Sample_PlayModeSave : MonoBehaviour
{
/***********************************************************************
* Save Play Mode Changes
***********************************************************************/
#region .
#if UNITY_EDITOR
private class Inner_PlayModeSave
{
private static UnityEditor.SerializedObject[] targetSoArr;
[UnityEditor.InitializeOnLoadMethod]
private static void Run()
{
UnityEditor.EditorApplication.playModeStateChanged += state =>
{
switch (state)
{
case UnityEditor.PlayModeStateChange.ExitingPlayMode:
//var targets = FindObjectsOfType(typeof(Inner_PlayModeSave).DeclaringType); // 비활성 오브젝트 제외
var targets = Resources.FindObjectsOfTypeAll(typeof(Inner_PlayModeSave).DeclaringType); // 비활성 오브젝트 포함
targetSoArr = new UnityEditor.SerializedObject[targets.Length];
for (int i = 0; i < targets.Length; i++)
targetSoArr[i] = new UnityEditor.SerializedObject(targets[i]);
break;
case UnityEditor.PlayModeStateChange.EnteredEditMode:
// NOTE : 플레이 도중/직후 컴파일 시 targetSoArr은 null로 초기화
if (targetSoArr == null) break;
foreach (var oldSO in targetSoArr)
{
if (oldSO.targetObject == null) continue;
var oldIter = oldSO.GetIterator();
var newSO = new UnityEditor.SerializedObject(oldSO.targetObject);
while (oldIter.NextVisible(true))
newSO.CopyFromSerializedProperty(oldIter);
newSO.ApplyModifiedProperties();
}
break;
}
};
}
}
#endif
#endregion
}