void OnEnable(){ _gs = (GearSupport) target; undoManager = new HOEditorUndoManager( _gs, "Gear Editor" ); }
public void CreateGear(GameObject Gear) { GearRenderer g = new GearRenderer(); Vector3 origin; var sv = SceneView.currentDrawingSceneView; if (sv == null && SceneView.lastActiveSceneView != null) { sv = SceneView.lastActiveSceneView; } if (sv == null) { Debug.LogError("No Scene present!"); return; } Camera cam = SceneView.lastActiveSceneView.camera; Ray ray = cam.ScreenPointToRay(new Vector3(cam.pixelWidth / 2.0f, cam.pixelHeight / 2.0f, 0)); origin = ray.GetPoint(5.0f); g.Height = Height; g.HubSides = HubSides; g.HubHeight = Height; g.HubRadius = HubRadius; g.InnerRadius = InnerToothRadius; g.OuterRadius = OutsideToothRadius; g.RingRadius = RingRadius; g.OuterWidthPct = ToothWidthPct / 100.0f; g.ToothRotation = ToothRotation; g.TopScale = TopScalePct / 100.0f; g.TopRotation = TopRotation; g.SpokeCount = SpokeCount; g.QtyTeeth = QtyTeeth; g.SpokeWidthInner = SpokeWidthInner; g.SpokeWidthOuter = SpokeWidthOuter; g.SpokeType = SpokeType; g.SpokeIndent = SpokeIndent; g.HubHeight = hubHeight; GearSupport gs = Gear.GetComponent <GearSupport>(); if (gs == null) { gs = Gear.AddComponent <GearSupport>(); } gs.GearMaterial = GearMaterial; gs.RenderedGear = g; gs.OutsideToothRadius = this.OutsideToothRadius; gs.InnerToothRadius = this.InnerToothRadius; gs.ToothRotation = this.ToothRotation; gs.QtyTeeth = this.QtyTeeth; gs.ToothWidthPct = this.ToothWidthPct; gs.RingRadius = this.RingRadius; gs.GearMaterial = this.GearMaterial; gs.Height = this.Height; gs.TopRotation = this.TopRotation; gs.TopScalePct = this.TopScalePct; gs.SpokeCount = this.SpokeCount; gs.SpokeIndent = this.SpokeIndent; gs.SpokeType = this.SpokeType; gs.hubHeight = this.hubHeight; gs.HubRadius = this.HubRadius; gs.HubSides = this.HubSides; gs.SpokeWidthInner = this.SpokeWidthInner; gs.SpokeWidthOuter = this.SpokeWidthOuter; gs.LockRatio = this.LockRatio; //gs.DebugTextMaterial = this.DebugTextMaterial; //gs.DebugTextFont = this.DebugTextFont; gs.ProcessGear(Gear, origin); Gear.transform.position = origin; Debug.Log("Gear Rendered " + origin.ToString()); }
void OnEnable() { _gs = (GearSupport)target; undoManager = new HOEditorUndoManager(_gs, "Gear Editor"); }
public void CreateGear() { GameObject o = new GameObject(GearSupport.GetGearName()); CreateGear(o); }