+ option for when close scene
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@@ -3,6 +3,7 @@ using UnityEditor;
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using UnityEditor.SceneManagement;
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using UnityEditor.SceneManagement;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.Networking;
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using UnityEngine.Networking;
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using System.IO;
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[InitializeOnLoad]
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[InitializeOnLoad]
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public static class DiscordSceneNotifier
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public static class DiscordSceneNotifier
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@@ -12,15 +13,55 @@ public static class DiscordSceneNotifier
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static DiscordSceneNotifier()
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static DiscordSceneNotifier()
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{
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{
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EditorSceneManager.sceneOpened += OnSceneOpened;
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EditorSceneManager.sceneOpened += OnSceneOpened;
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EditorSceneManager.sceneClosed += OnSceneClosed;
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EditorApplication.quitting += OnEditorQuitting;
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}
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}
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private static void OnSceneOpened(UnityEngine.SceneManagement.Scene scene, UnityEditor.SceneManagement.OpenSceneMode mode)
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private static string GetUserName()
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{
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{
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string userName = System.Environment.UserName;
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return System.Environment.UserName;
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}
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private static string FormatPath(string path)
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{
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return path.Replace("Assets/", "");
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}
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private static void OnSceneOpened(UnityEngine.SceneManagement.Scene scene, OpenSceneMode mode)
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{
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string user = GetUserName();
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string path = FormatPath(scene.path);
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string message =
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string message =
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$"🚧 **Scene Locked**\n" +
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$"🚧 **Scene Locked**\n" +
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$"👤 User: **{userName}**\n" +
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$"👤 **{user}**\n" +
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$"🎮 Scene: **{scene.path}**";
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$"📁 `{path}`";
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SendDiscordMessage(message);
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}
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private static void OnSceneClosed(UnityEngine.SceneManagement.Scene scene)
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{
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string user = GetUserName();
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string path = FormatPath(scene.path);
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string message =
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$"🔓 **Scene Released**\n" +
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$"👤 **{user}**\n" +
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$"📁 `{path}`";
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SendDiscordMessage(message);
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}
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private static void OnEditorQuitting()
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{
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string user = GetUserName();
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string message =
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$"❌ **Unity Closed**\n" +
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$"👤 **{user}**\n" +
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$"All scenes released";
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SendDiscordMessage(message);
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SendDiscordMessage(message);
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}
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}
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