public void ConfirmSpawn()
        {
            if (!Selection.activeGameObject && !showScrollPicker)
            {
                return;
            }

            showScrollPicker = false;
            if (originalMesh)
            {
                Selection.activeGameObject.GetComponent <MeshFilter>().sharedMesh = originalMesh;
                Selection.activeGameObject.GetComponent <Collider>().enabled      = true;
            }
            else
            {
                Debug.LogError("BLOCKOUT :: INTERNAL :: No original mesh defined");
            }
            GameObject go = PrefabUtility.InstantiatePrefab(targetPrefabSwap) as GameObject;

            go.transform.position      = Selection.activeGameObject.transform.position;
            go.transform.rotation      = targetPrefabSwap.transform.rotation;
            Selection.activeGameObject = go;
            GetFavorites();
            BlockoutStaticFunctions.ApplyCurrentTheme();
        }
 public void CancelScrollPicker()
 {
     showScrollPicker = false;
     if (originalMesh)
     {
         Selection.activeGameObject.GetComponent <MeshFilter>().sharedMesh = originalMesh;
     }
     BlockoutStaticFunctions.ApplyCurrentTheme();
 }
 public void CancelQickpicker()
 {
     showQuickPicker = false;
     EditorHotkeysTracker.quickPicker = false;
     if (originalMesh && Selection.activeGameObject)
     {
         Selection.activeGameObject.GetComponent <MeshFilter>().sharedMesh = originalMesh;
     }
     BlockoutStaticFunctions.ApplyCurrentTheme();
 }
 public void ConfirmSwap()
 {
     if (showScrollPicker)
     {
         showScrollPicker = false;
         GameObject[] target;
         BlockoutStaticFunctions.ReplaceObject(new[] { Selection.activeGameObject }, targetPrefabSwap, out target);
         Selection.activeGameObject = target[0];
         BlockoutStaticFunctions.ApplyCurrentTheme();
     }
 }
        void CreateWhiteScreenShot(int i)
        {
            CommentBoxSceneGUI.Disable();
            var helpers = FindObjectsOfType <BlockoutHelper>().ToList();

            helpers.ForEach(x => x.HideLockedState());

            BlockoutStaticFunctions.ApplyNewMaterialSchemeWithoutUndo(screenshotWhiteMaterial, blockoutHierarchy.root.gameObject);

            CaptureScreenShot(i);

            BlockoutStaticFunctions.ApplyCurrentTheme();
            helpers.ForEach(x => x.ShowLockedState());
        }
        /// <summary>
        ///     Creates a tri planer asset in front of the camera.
        /// </summary>
        /// <param name="prefab">The target tri planar prefab</param>
        private void CreateTriPlanerAsset(GameObject prefab)
        {
            var target = Instantiate(prefab);

            Undo.RegisterCreatedObjectUndo(target, "Created Tri-Planer Asset");

            target.transform.position = BlockoutStaticFunctions.GetSceneViewSpawnPosition();
            target.name = prefab.name + " (Tri-Planar)";
            Selection.activeGameObject = target;
            BlockoutStaticFunctions.SnapPositionSelection();

            SceneView.lastActiveSceneView.FrameSelected();

            Tools.current = Tool.Scale;
            BlockoutStaticFunctions.ApplyCurrentTheme();
        }
        /// Apply a new parent transform to the target gameobjects
        /// <param name="targets"> The gameobjects to reparent</param>
        /// <param name="blockoutSection"> The new section that it needs to find in the level above to parent to</param>
        private void ApplyParentTransformFromSection(GameObject[] targets, SectionID blockoutSection)
        {
            for (var i = 0; i < targets.Length; ++i)
            {
                var vl = targets[i].GetComponentsInParent <BlockoutSection>().Where(x => x.Section == SectionID.Root)
                         .ToList();

                var localRoot = vl.Count > 0 ? vl[0].gameObject : blockoutHierarchy.root.gameObject;
                BlockoutStaticFunctions.CreateBlockoutSubHeirachyWithRoot(localRoot.transform, localRoot.name + "_");

                var targetTransform = localRoot.GetComponentsInChildren <BlockoutSection>()
                                      .Where(x => x.Section == blockoutSection)
                                      .ToList()[0].transform;

                targets[i].transform.SetParent(targetTransform);

                BlockoutStaticFunctions.TrimTargetBlockoutHierarchy(localRoot);
            }
            BlockoutStaticFunctions.ApplyCurrentTheme();
        }
Beispiel #8
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        void OnInspectorUpdate()
        {
            if (previousGameObject != Selection.activeGameObject)
            {
                previousGameObject = Selection.activeGameObject;
                if (Selection.activeGameObject)
                {
                    var bh = Selection.activeGameObject.GetComponent <BlockoutHelper>();
                    if (bh)
                    {
                        if (bh.ReapplyMaterialTheme)
                        {
                            BlockoutStaticFunctions.ApplyCurrentTheme();
                        }
                    }
                }
            }

            if (sections.Count(x => x.Repaint) > 0)
            {
                Repaint();
            }
        }
Beispiel #9
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        public override void DrawSection()
        {
            repaint = false;

            GUILayout.Space(10);
            using (new GUILayout.HorizontalScope())
            {
                GUILayout.Box(EUIResourceManager.Instance.GetContent("Asset Header"), EUIResourceManager.Instance.Skin.GetStyle("Texture"), GUILayout.MaxWidth(236), GUILayout.MaxHeight(30));
                var blockHelpers = Selection.gameObjects.ToList().Where(x => x.GetComponent <BlockoutHelper>()).Select(x => x.GetComponent <BlockoutHelper>()).ToArray();
                int locked       = blockHelpers.Where(x => x.Locked).ToList().Count;
                if (locked > 0)
                {
                    using (new VerticalCenteredScope(GUILayout.MaxHeight(30)))
                    {
                        using (new HorizontalCenteredScope())
                        {
                            GUILayout.Label(String.Format("{0} object(s) locked!", locked), GUILayout.MaxWidth(120));
                            GUILayout.Label(EUIResourceManager.Instance.GetTexture("Lock_Closed"), GUILayout.Height(15),
                                            GUILayout.Width(15));
                        }
                    }
                }
                else
                {
                    GUILayout.Space(125);
                }
            }

            // Draw quick jump
            using (new HorizontalCenteredScope())
            {
                if (GUILayout.Button(EUIResourceManager.Instance.GetContent("Block Quickjump"),
                                     GUILayout.Width(BlockoutEditorSettings.SixColumnWidth), GUILayout.Height(BlockoutEditorSettings.SixColumnWidth)))
                {
                    BlockoutStaticFunctions.PingAssetInProjectWindow("Block_1x1x1", "Block_Slope_1x1x1");
                }

                if (GUILayout.Button(EUIResourceManager.Instance.GetContent("Walls Quickjump"),
                                     GUILayout.Width(BlockoutEditorSettings.SixColumnWidth), GUILayout.Height(BlockoutEditorSettings.SixColumnWidth)))
                {
                    BlockoutStaticFunctions.PingAssetInProjectWindow("Wall_025x1x1", "Wall_025x3x1");
                }

                if (GUILayout.Button(EUIResourceManager.Instance.GetContent("Floors Quickjump"),
                                     GUILayout.Width(BlockoutEditorSettings.SixColumnWidth), GUILayout.Height(BlockoutEditorSettings.SixColumnWidth)))
                {
                    BlockoutStaticFunctions.PingAssetInProjectWindow("Floor_1x-025x1", "Floor_Angle_3x - 025x3");
                }

                if (GUILayout.Button(EUIResourceManager.Instance.GetContent("Dynamic Quickjump"),
                                     GUILayout.Width(BlockoutEditorSettings.SixColumnWidth), GUILayout.Height(BlockoutEditorSettings.SixColumnWidth)))
                {
                    BlockoutStaticFunctions.PingAssetInProjectWindow("Barrel", "Crate_1x1x1");
                }

                if (GUILayout.Button(EUIResourceManager.Instance.GetContent("Foliage Quickjump"),
                                     GUILayout.Width(BlockoutEditorSettings.SixColumnWidth), GUILayout.Height(BlockoutEditorSettings.SixColumnWidth)))
                {
                    BlockoutStaticFunctions.PingAssetInProjectWindow("Bush_1", "Vines_Large");
                }

                if (GUILayout.Button(EUIResourceManager.Instance.GetContent("Particles Quickjump"),
                                     GUILayout.Width(BlockoutEditorSettings.SixColumnWidth), GUILayout.Height(BlockoutEditorSettings.SixColumnWidth)))
                {
                    BlockoutStaticFunctions.PingAssetInProjectWindow("Fire_Ground_1x1", "Water_Drip_1");
                }
            }

            // Draw grid textures
            using (new HorizontalCenteredScope())
            {
                // Loop through all the loaded grid textures and display them in a button.
                // If its selected then apply that texture to every gameobject in the scene
                for (var i = 0; i < EUIResourceManager.Instance.GridTextures.Length; ++i)
                {
                    if (i >= EUIResourceManager.Instance.GridIcons.Length)
                    {
                        continue;
                    }
                    if (GUILayout.Button(m_gridIconLabels[i],
                                         GUILayout.Width(BlockoutEditorSettings.SixColumnWidth), GUILayout.Height(BlockoutEditorSettings.SixColumnWidth)))
                    {
                        BlockoutEditorSettings.CurrentGirdTexture = i;
                        BlockoutStaticFunctions.ApplyTextureIncChildren(EUIResourceManager.Instance.GridTextures[BlockoutEditorSettings.CurrentGirdTexture], blockoutHierarchy.root);
                    }
                }
            }

            // Draw themes
            using (new HorizontalCenteredScope())
            {
                for (var i = 0; i < EUIResourceManager.Instance.BlockoutThemes.Length; ++i)
                {
                    if (GUILayout.Button(m_themeLabels[i],
                                         GUILayout.Width(BlockoutEditorSettings.SixColumnWidth), GUILayout.Height(BlockoutEditorSettings.SixColumnWidth / 2)))
                    {
                        BlockoutEditorSettings.CurrentMaterialTheme = i;
                        BlockoutEditorSettings.CurrentPallet        = PalletType.Preset;
                        BlockoutStaticFunctions.ApplyCurrentTheme();
                    }
                }
            }

            // User color pallet
            using (new HorizontalCenteredScope())
            {
                if (GUILayout.Button(EUIResourceManager.Instance.GetContent("Randomize Pallet"),
                                     GUILayout.Width(BlockoutEditorSettings.ThreeColumnWidth)))
                {
                    GenerateRandomTheme();
                    BlockoutEditorSettings.CurrentMaterialTheme = EUIResourceManager.Instance.BlockoutThemes.Length + 1;
                    BlockoutStaticFunctions.ApplyTheme(EUIResourceManager.Instance.UserTheme);
                    BlockoutEditorSettings.CurrentPallet = PalletType.User;
                }
                if (GUILayout.Button(EUIResourceManager.Instance.GetContent("Apply Pallet"),
                                     GUILayout.Width(BlockoutEditorSettings.ThreeColumnWidth)))
                {
                    BlockoutEditorSettings.CurrentMaterialTheme = EUIResourceManager.Instance.BlockoutThemes.Length + 1;
                    BlockoutStaticFunctions.ApplyTheme(EUIResourceManager.Instance.UserTheme);
                    BlockoutEditorSettings.CurrentPallet = PalletType.User;
                }
                if (GUILayout.Button(EUIResourceManager.Instance.GetContent("Edit Pallet"),
                                     GUILayout.Width(BlockoutEditorSettings.ThreeColumnWidth)))
                {
                    m_userPalletFoldout = !m_userPalletFoldout;
                }
            }

            // User color pickers
            if (m_userPalletFoldout)
            {
                using (new HorizontalCenteredScope())
                {
                    using (new GUILayout.VerticalScope(GUILayout.MaxWidth(375)))
                    {
                        if (!Application.isPlaying && Application.isEditor)
                        {
                            for (var i = 0; i < m_colorStrings.Length; ++i)
                            {
                                GUILayout.BeginHorizontal();
                                m_userThemeColors[i] = EditorGUILayout.ColorField(m_colorStrings[i], m_userThemeColors[i]);

                                m_lockColors[i] = GUILayout.Toggle(m_lockColors[i],
                                                                   EUIResourceManager.Instance.GetContent("Lock Color"),
                                                                   EUIResourceManager.Instance.Skin.FindStyle("padlock"), GUILayout.Height(15),
                                                                   GUILayout.Width(15));
                                GUILayout.EndHorizontal();
                            }
                        }
                        else
                        {
                            GUILayout.Label("Feature not availble during play mode.");
                        }
                        GUILayout.Space(5);
                    }
                }
            }


            // Replace Assets
            using (new HorizontalCenteredScope())
            {
                if (GUILayout.Button(EUIResourceManager.Instance.GetContent("Select Asset"), GUILayout.Width(BlockoutEditorSettings.ThreeColumnWidth)))
                {
                    BlockoutStaticFunctions.SelectAsset();
                }

                if (!Application.isPlaying && Application.isEditor)
                {
                    m_targetReplacementAsset =
                        EditorGUILayout.ObjectField(new GUIContent(""), m_targetReplacementAsset,
                                                    typeof(GameObject), false, GUILayout.Width(124)) as GameObject;

                    if (GUILayout.Button(EUIResourceManager.Instance.GetContent("Replace Asset"), GUILayout.Width(124)))
                    {
                        BlockoutStaticFunctions.ReplaceObject(Selection.gameObjects, m_targetReplacementAsset);
                    }
                }
                else
                {
                    GUILayout.Label("Feature not availble during play mode.");
                }
            }


            using (new HorizontalCenteredScope())
            {
                if (GUILayout.Button(EUIResourceManager.Instance.GetContent("Lock Asset"),
                                     GUILayout.Width(BlockoutEditorSettings.ThreeColumnWidth)))
                {
                    Selection.gameObjects.ToList().Where(x => x.GetComponent <BlockoutHelper>()).Select(x => x.GetComponent <BlockoutHelper>()).ToList().ForEach(x => x.SetLock(!x.Locked));
                }

                if (GUILayout.Button(EUIResourceManager.Instance.GetContent("Toggle Locked Asset"),
                                     GUILayout.Width(BlockoutEditorSettings.ThreeColumnWidth)))
                {
                    globalLocked = !globalLocked;
                    var helpers = FindObjectsOfType <BlockoutHelper>().ToList();
                    helpers.ForEach(x => x.SetLock(globalLocked));
                }

                var content = EUIResourceManager.Instance.GetContent("Toggle Lockd Visability");
                content.text = lockedVisability ? "Show Locked (On)" : "Show Locked (Off)";

                if (GUILayout.Button(content, GUILayout.Width(BlockoutEditorSettings.ThreeColumnWidth)))
                {
                    lockedVisability = !lockedVisability;
                    var helpers = FindObjectsOfType <BlockoutHelper>().ToList();
                    helpers.ForEach(x =>
                    {
                        if (lockedVisability)
                        {
                            x.ShowLockedState();
                        }
                        else
                        {
                            x.HideLockedState();
                        }
                    });
                }
            }
        }