Beispiel #1
0
        public override void OnInspectorGUI()
        {
            BoundingBoxTarget bbt = (BoundingBoxTarget)target;

            // See if there's a bounding box yet
            BoundingBoxManipulate bbm     = GameObject.FindObjectOfType <BoundingBoxManipulate>();
            ManipulationToolbar   toolbar = GameObject.FindObjectOfType <ManipulationToolbar>();

            if (bbm == null || toolbar == null)
            {
                HUXEditorUtils.ErrorMessage(
                    "Couldn't find a bounding box prefab and/or manipulation toolbar in the scene. Bounding box target won't work without them.",
                    AddBoundingBox);
            }

            HUXEditorUtils.DrawFilterTagField(serializedObject, "TagOnSelected");
            HUXEditorUtils.DrawFilterTagField(serializedObject, "TagOnDeselected");
            bbt.PermittedOperations = (BoundingBoxManipulate.OperationEnum)HUXEditorUtils.EnumCheckboxField <BoundingBoxManipulate.OperationEnum>(
                "Permitted Operations",
                bbt.PermittedOperations,
                "Default",
                BoundingBoxManipulate.OperationEnum.ScaleUniform | BoundingBoxManipulate.OperationEnum.RotateY | BoundingBoxManipulate.OperationEnum.Drag,
                BoundingBoxManipulate.OperationEnum.Drag);

            bbt.ManipulationDisplay = (ManipulationToolbar.DisplayEnum)EditorGUILayout.EnumPopup("Toolbar Display", bbt.ManipulationDisplay);


            HUXEditorUtils.SaveChanges(bbt);
        }
Beispiel #2
0
        private void AddBoundingBox()
        {
            BoundingBoxManipulate bbm     = GameObject.FindObjectOfType <BoundingBoxManipulate>();
            ManipulationToolbar   toolbar = GameObject.FindObjectOfType <ManipulationToolbar>();

            if (bbm == null)
            {
                Object     prefab = AssetDatabase.LoadAssetAtPath(BoundingBoxPrefabPath, typeof(GameObject));
                GameObject clone  = PrefabUtility.InstantiatePrefab(prefab) as GameObject;
                clone.name = prefab.name;
            }
            if (toolbar == null)
            {
                Object     prefab = AssetDatabase.LoadAssetAtPath(ToolbarPrefabPath, typeof(GameObject));
                GameObject clone  = PrefabUtility.InstantiatePrefab(prefab) as GameObject;
                clone.name = prefab.name;
            }
        }