UnityEidtor编辑器扩展分享一个BuildSetting Scene场景排序方法

一般也可能不会用到这么多个场景:

但万一用到呢,稍微排序一下,可方便编辑和定位

这是排序后的,结果:

原理不多,代码也不多

public class BuildingSceneSortTolls
{
    class PathComparer : IComparer<string>
    {
        public int Compare(string x, string y)
        {
            if (x.Contains("/Level/") == false) return 0;//只调整/level/目录下的,不是这目录下的不参与排序
            short[] ix = new short[x.Length];
            for (int counter = 0; counter < x.Length; counter++)
            {
                ix[counter]= (short)x[counter];//转成asc2码
            }

            short[] iy = new short[y.Length];
            for (int counter = 0; counter < y.Length; counter++)
            {
                iy[counter] = (short) y[counter];//转成asc2码
            }

            for (int i = 0; i < ix.Length; i++)
            {
                if (i >= iy.Length) return 1;//x比较长,则调整循序
                if (ix[i] == iy[i])
                    continue;
                if (ix[i] > iy[i])
                    return 1;
                
                return -1;
            }

            return 0;
        }
    }
    [MenuItem("游戏工具/资源打包/BuildSetting场景排序")]
    public static void SortBuildSettings()
    {
        //builds
        EditorBuildSettingsScene[] scenes = EditorBuildSettings.scenes;
        Debug.Log("开始排序");
        EditorBuildSettings.scenes = scenes.OrderBy(th => th.path, new PathComparer()).ToArray();;
    }
}

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转载自blog.csdn.net/avi9111/article/details/127838244