4
|
1 using UnityEngine;
|
|
2 using UnityEditor;
|
|
3 using System.Collections;
|
|
4 using UnityEngine.SceneManagement;
|
|
5
|
|
6 public class SaveDataTest : MonoBehaviour {
|
6
|
7
|
|
8 private SceneNode root;
|
4
|
9
|
|
10 private void Start () {
|
6
|
11 root = new SceneNode(this.gameObject, null);
|
4
|
12 }
|
|
13
|
|
14 private void Check () {
|
|
15 int i = 0;
|
|
16 foreach (GameObject obj in UnityEngine.Resources.FindObjectsOfTypeAll(typeof(GameObject))) {
|
|
17 string path = AssetDatabase.GetAssetOrScenePath (obj);
|
|
18 bool isScene = path.Contains (".unity");
|
|
19 if (isScene) { // このシーンの中のオブジェクトかどうか。
|
|
20 if (obj.transform.childCount == 0 && obj.transform.parent == null || obj.transform.childCount > 0 && obj.transform.parent == null) { // 親を取得
|
6
|
21
|
4
|
22 i++;
|
|
23 }
|
|
24 }
|
|
25 }
|
|
26 }
|
|
27 }
|