Ejemplo n.º 1
0
        public static void ToggleEditorPhysicsSelected()
        {
#if UNITY_2017_1_OR_NEWER
            if (currentEditorPhysics != null)
            {
                currentEditorPhysics.Stop();
                return;
            }

            List <Rigidbody>  bodies        = new List <Rigidbody>();
            List <GameObject> withoutBodies = new List <GameObject>();
            foreach (var gameObject in Selection.gameObjects)
            {
                var rb = gameObject.GetComponentsInChildren <Rigidbody>();
                if (rb.Length == 0)
                {
                    withoutBodies.Add(gameObject);
                }
                bodies.AddRange(rb);
            }

            currentEditorPhysics =
                new EditorPhysicsSceneCommand(bodies.ToArray(), withoutBodies.ToArray());

            MonkeyEditorUtils.AddSceneCommand(currentEditorPhysics);
#endif
        }
Ejemplo n.º 2
0
        public static void ToggleEditorPhysics()
        {
#if UNITY_2017_1_OR_NEWER
            if (currentEditorPhysics != null)
            {
                currentEditorPhysics.Stop();

                return;
            }
            currentEditorPhysics = new EditorPhysicsSceneCommand(Object.FindObjectsOfType <Rigidbody>());
            MonkeyEditorUtils.AddSceneCommand(currentEditorPhysics);
#endif
        }