using UnityEngine; using UnityEngine.SceneManagement; namespace TEngine { public sealed partial class Debugger { private sealed class SceneInformationWindow : ScrollableDebuggerWindowBase { protected override void OnDrawScrollableWindow() { GUILayout.Label("Scene Information"); GUILayout.BeginVertical("box"); { DrawItem("Scene Count", SceneManager.sceneCount.ToString()); DrawItem("Scene Count In Build Settings", SceneManager.sceneCountInBuildSettings.ToString()); Scene activeScene = SceneManager.GetActiveScene(); #if UNITY_2018_3_OR_NEWER DrawItem("Active Scene Handle", activeScene.handle.ToString()); #endif DrawItem("Active Scene Name", activeScene.name); DrawItem("Active Scene Path", activeScene.path); DrawItem("Active Scene Build Index", activeScene.buildIndex.ToString()); DrawItem("Active Scene Is Dirty", activeScene.isDirty.ToString()); DrawItem("Active Scene Is Loaded", activeScene.isLoaded.ToString()); DrawItem("Active Scene Is Valid", activeScene.IsValid().ToString()); DrawItem("Active Scene Root Count", activeScene.rootCount.ToString()); #if UNITY_2019_1_OR_NEWER DrawItem("Active Scene Is Sub Scene", activeScene.isSubScene.ToString()); #endif } GUILayout.EndVertical(); } } } }