// Rotate the visualizer or whatever object is selected
    public static GameObject RotateObject()
    {
        GameObject gameObject = GetObjectToManipulate(MAST_Placement_Visualizer.GetGameObject());

        if (gameObject != null)
        {
            // Make this an Undo point, just before rotating the existing object
            if (allowUndoRegistering)
            {
                Undo.RegisterCompleteObjectUndo(gameObject.transform, "Rotated GameObject");
                allowUndoRegistering = false;
            }


            // TODO:  Add code to see if local space rotation allows this rotation
            //        This is different from world space


            // OnScene Change Target Axis Icon Button
            switch (rotateAxis)
            {
            case Axis.X:
                gameObject.transform.Rotate(MAST_Placement_Helper.GetRotationFactor().x, 0f, 0f, Space.World);
                break;

            case Axis.Y:
                gameObject.transform.Rotate(0f, MAST_Placement_Helper.GetRotationFactor().y, 0f, Space.World);
                break;

            case Axis.Z:
                gameObject.transform.Rotate(0f, 0f, MAST_Placement_Helper.GetRotationFactor().z, Space.World);
                break;
            }

            // Remember this rotation for future prefab placement
            currentRotation = gameObject.transform.rotation;
        }

        // Return rotated GameObject
        return(gameObject);
    }
Beispiel #2
0
 // See if new selected Prefab will allow the saved rotation
 private static bool IsSavedRotationValidForVisualizer()
 {
     // If there is a saved rotation
     if (MAST_Placement_Manipulate.GetCurrentRotation() != null)
     {
         // If the current saved rotation is allowed by the prefab
         //   (If allowed rotation divides evenly into current rotation)
         //       or (Both allowed and current rotations are set to 0)
         if (((int)(MAST_Placement_Manipulate.GetCurrentRotation().eulerAngles.x % MAST_Placement_Helper.GetRotationFactor().x) == 0) ||
             (int)MAST_Placement_Manipulate.GetCurrentRotation().eulerAngles.x == 0 && (int)MAST_Placement_Helper.GetRotationFactor().x == 0)
         {
             if (((int)(MAST_Placement_Manipulate.GetCurrentRotation().eulerAngles.y % MAST_Placement_Helper.GetRotationFactor().y) == 0) ||
                 (int)MAST_Placement_Manipulate.GetCurrentRotation().eulerAngles.y == 0 && (int)MAST_Placement_Helper.GetRotationFactor().y == 0)
             {
                 if (((int)(MAST_Placement_Manipulate.GetCurrentRotation().eulerAngles.z % MAST_Placement_Helper.GetRotationFactor().z) == 0) ||
                     (int)MAST_Placement_Manipulate.GetCurrentRotation().eulerAngles.z == 0 && (int)MAST_Placement_Helper.GetRotationFactor().z == 0)
                 {
                     // Return true, since saved rotation is allowed
                     return(true);
                 }
             }
         }
     }
     // Return false, since saved rotation is not allowed
     return(false);
 }