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Magical-Jumping-Bean/Library/metadata/db/db339ef553721e94999125c0b9f909dc
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2019-09-29 19:40:54 -04:00
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€ Þ€€.€€y€Q Þ€€.€ €Þ€X!H€iÿÿÿÿ"€1€1€ÿÿÿÿ#@Þ€€$Q€j€%H€uÿÿÿÿ&€1€1€ÿÿÿÿ'@Þ€€(Q€j€)PPtr<EditorExtension>m_FileIDm_PathIDPPtr<PrefabInstance>m_DefaultReferencesm_Iconm_ExecutionOrderm_ClassNamem_Namespacelp\ày¯ÐX½3é_5'áI™R ›Ÿ�ÍBPackages/com.unity.ugui/Tests/Runtime/Canvas/CreateSceneUtility.csày¯CreateSceneUtilityäusing System;
using System.Linq;
using UnityEngine;
using UnityEngine.SceneManagement;
class CreateSceneUtility
{
public static void CreateScene(string sceneName, Action delegateToExecute)
{
#if UNITY_EDITOR
string scenePath = "Assets/" + sceneName + ".unity";
var initScene = SceneManager.GetActiveScene();
var list = UnityEditor.EditorBuildSettings.scenes.ToList();
var newScene = UnityEditor.SceneManagement.EditorSceneManager.NewScene(UnityEditor.SceneManagement.NewSceneSetup.DefaultGameObjects, UnityEditor.SceneManagement.NewSceneMode.Additive);
GameObject.DestroyImmediate(Camera.main.GetComponent<AudioListener>());
delegateToExecute();
UnityEditor.SceneManagement.EditorSceneManager.SaveScene(newScene, scenePath);
list.Add(new UnityEditor.EditorBuildSettingsScene(scenePath, true));
UnityEditor.EditorBuildSettings.scenes = list.ToArray();
SceneManager.SetActiveScene(initScene);