Example #1
0
    Transform GetInstanceObject()
    {
        List <FxmInfoIndexing> indexComs = FxmInfoIndexing.FindInstanceIndexings(m_SelectedTransform.transform, false);

        foreach (FxmInfoIndexing indexCom in indexComs)
        {
            return(indexCom.transform);
        }
        return(null);
    }
Example #2
0
    void AddScale(float x, float y, float z)
    {
        List <FxmInfoIndexing> indexComs = FxmInfoIndexing.FindInstanceIndexings(m_SelectedTransform.transform, false);

        foreach (FxmInfoIndexing indexCom in indexComs)
        {
            indexCom.transform.localScale += new Vector3(m_OldInsScale.x * x, m_OldInsScale.y * y, m_OldInsScale.z * z);
        }
        m_SelectedTransform.localScale += new Vector3(m_OldOriScale.x * x, m_OldOriScale.y * y, m_OldOriScale.z * z);
    }
Example #3
0
    // ==========================================================================================================
    void AddTranslate(float x, float y, float z, bool bLocal)
    {
//      Debug.Log(bLocal);
//      Debug.Log(x);
        List <FxmInfoIndexing> indexComs = FxmInfoIndexing.FindInstanceIndexings(m_SelectedTransform.transform, false);

        foreach (FxmInfoIndexing indexCom in indexComs)
        {
            indexCom.transform.Translate(x, y, z, (bLocal ? Space.Self : Space.World));
        }
        m_SelectedTransform.Translate(x, y, z, (bLocal ? Space.Self : Space.World));
    }
Example #4
0
    void MoveTranslate(Vector3 moveTo)
    {
//      Debug.Log(bLocal);
//      Debug.Log(x);
        List <FxmInfoIndexing> indexComs = FxmInfoIndexing.FindInstanceIndexings(m_SelectedTransform.transform, false);

        foreach (FxmInfoIndexing indexCom in indexComs)
        {
            indexCom.transform.position = moveTo;
        }
        m_SelectedTransform.position = moveTo;
    }
Example #5
0
    void AddRotation(float x, float y, float z, bool bLocal)
    {
        float scale = NgLayout.GetWorldPerScreenPixel(m_SelectedTransform.transform.position);

        m_SaveRotate += new Vector3(x / scale, y / scale, z / scale);
        List <FxmInfoIndexing> indexComs = FxmInfoIndexing.FindInstanceIndexings(m_SelectedTransform.transform, false);

        foreach (FxmInfoIndexing indexCom in indexComs)
        {
            indexCom.transform.Rotate(x / scale, y / scale, z / scale, (bLocal ? Space.Self : Space.World));
        }
        m_SelectedTransform.Rotate(x / scale, y / scale, z / scale, (bLocal ? Space.Self : Space.World));
    }