Added auto-save
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09973676e1
commit
8857a11038
8 changed files with 206 additions and 21 deletions
124
Tools/AutoSave/AutoSaveConfig.cs
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124
Tools/AutoSave/AutoSaveConfig.cs
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#if UNITY_EDITOR
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using UnityEngine;
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using UnityEditor;
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using System;
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using System.Threading;
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using UnityEditor.SceneManagement;
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using System.Threading.Tasks;
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namespace SimpleTools.AutoSave {
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public class AutoSaveConfig : EditorWindow {
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[MenuItem("Simple Tools/Auto Save Configuration")]
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public static void ShowWindow(){
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EditorWindow w = GetWindow<AutoSaveConfig>("Auto-save Configuration");
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w.position = new Rect(w.position.position, new Vector2(400, 150));
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var data = EditorPrefs.GetString("AutoSave", JsonUtility.ToJson(w, false));
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JsonUtility.FromJsonOverwrite(data, w);
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}
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[InitializeOnLoadMethod]
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static void OnInitialize(){
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int _index = EditorPrefs.GetInt("Index", 0);
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bool _logging = EditorPrefs.GetBool("Logging", false);
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ChangeAutoSaveMode(_index, _logging);
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}
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protected void OnEnable() {
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OnInitialize();
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}
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protected void OnDisable() {
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var data = JsonUtility.ToJson(this, false);
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EditorPrefs.SetString("AutoSave", data);
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EditorPrefs.SetInt("Index", index);
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EditorPrefs.SetBool("Logging", logging);
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}
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readonly static string[] options = new string[] { "Disabled", "On Play", "1 Minute", "10 Minutes", "1 Hour" };
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public static int index;
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public static bool enabled;
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public static bool logging;
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void OnGUI() {
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GUILayout.Label("Select auto-save mode:", EditorStyles.boldLabel);
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int i = EditorGUILayout.Popup(index, options);
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if (i != index) ChangeAutoSaveMode(i, logging);
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GUILayout.Label("Log a message every time a the scene gets saved.");
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if (logging) {
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if (GUILayout.Button("Disable Logging")){
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logging ^= true;
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ChangeAutoSaveMode(i, logging);
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}
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} else {
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if (GUILayout.Button("Enable Logging")) {
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logging ^= true;
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ChangeAutoSaveMode(i, logging);
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}
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}
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}
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static CancellationTokenSource _tokenSource;
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static Task _task;
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static int frequency;
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static void ChangeAutoSaveMode(int mode, bool log){
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index = mode;
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logging = log;
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CancelTask();
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enabled = true;
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EditorApplication.playModeStateChanged -= AutoSaveWhenPlayModeStarts;
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switch(index){
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case 0:
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enabled = false;
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return;
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case 1:
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EditorApplication.playModeStateChanged += AutoSaveWhenPlayModeStarts;
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return;
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case 2:
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frequency = 1 * 60 * 1000;
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break;
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case 3:
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frequency = 10 * 60 * 1000;
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break;
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case 4:
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frequency = 60 * 60 * 1000;
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break;
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}
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_tokenSource = new CancellationTokenSource();
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_task = SaveInterval(_tokenSource.Token);
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}
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static void AutoSaveWhenPlayModeStarts(PlayModeStateChange state){
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if(state == PlayModeStateChange.ExitingEditMode){
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EditorSceneManager.SaveOpenScenes();
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AssetDatabase.SaveAssets();
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if (logging) Debug.Log($"Auto-saved at {DateTime.Now:h:mm:ss tt}");
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}
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}
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static void CancelTask() {
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if (_task == null) return;
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_tokenSource.Cancel();
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}
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static async Task SaveInterval(CancellationToken token) {
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while (!token.IsCancellationRequested) {
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await Task.Delay(frequency, token);
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if (token.IsCancellationRequested) break;
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if (!enabled || Application.isPlaying || BuildPipeline.isBuildingPlayer || EditorApplication.isCompiling) return;
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if (!UnityEditorInternal.InternalEditorUtility.isApplicationActive) return;
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EditorSceneManager.SaveOpenScenes();
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AssetDatabase.SaveAssets();
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if (logging) Debug.Log($"Auto-saved at {DateTime.Now:h:mm:ss tt}");
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}
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}
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}
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}
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#endif
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