/// <summary> /// Handles numeric key presses. /// </summary> /// <param name="key">1-4</param> private void HandleNumberKey(int key) { if (_rotControl == null) { activePanel.Controls.Clear(); Size = new Size(_rotationSize); switch (key) { case 1: _rotControl = new RotationControl(this, RotationData.Rotation1, _localRotIndex); break; case 2: _rotControl = new RotationControl(this, RotationData.Rotation2, _localRotIndex); break; case 3: _rotControl = new RotationControl(this, RotationData.Rotation3, _localRotIndex); break; case 4: _rotControl = new RotationControl(this, RotationData.Rotation4, _localRotIndex); break; default: MessageBox.Show("Out of range handlenumberkey " + key); throw new ArgumentOutOfRangeException(key.ToString()); } activePanel.Controls.Add(_rotControl); } }
/// <summary> /// Resets the rotations and shows selection. /// </summary> public void Reset() { activePanel.Controls.Clear(); activePanel.Controls.Add(_selectionControl); _rotControl = null; _localRotIndex = 0; UpdateVisualValues(_localRotIndex); Size = new Size(_selectionSize); }
/** * Apply the given tool to the given GameObject. */ private void SetupToolOnObj(GameObject obj, Tool tool) { switch (tool) { case Tool.ADD: case Tool.REMOVE: toolObj = Instantiate(toolPrefab); break; case Tool.POSITION: if (selectedObj != null) { toolObj = Instantiate(toolPrefab, obj.transform.position, Quaternion.identity); PositionControl positionControl = toolObj.GetComponent <PositionControl>(); positionControl.LinkObject(selectedObj); } break; case Tool.ROTATION: if (selectedObj != null) { toolObj = Instantiate(toolPrefab, obj.transform.position, obj.transform.rotation); RotationControl rotationControl = toolObj.GetComponent <RotationControl>(); rotationControl.LinkObject(selectedObj); } break; case Tool.SCALE: if (selectedObj != null) { toolObj = Instantiate(toolPrefab, obj.transform.position, obj.transform.rotation); ScaleControl scaleControl = toolObj.GetComponent <ScaleControl>(); scaleControl.LinkObject(selectedObj); } break; case Tool.TEXT: if (selectedObj != null) { labelPanel.SetActive(true); } break; } }
/** * Apply the given tool to the given GameObject. */ private void SetupToolOnObj(GameObject obj, Tool tool) { switch (tool) { case Tool.POSITION: toolObj = Instantiate(toolPrefab, obj.transform.position, Quaternion.identity); PositionControl positionControl = toolObj.GetComponent <PositionControl>(); positionControl.LinkObject(selectedObj); break; case Tool.ROTATION: toolObj = Instantiate(toolPrefab, obj.transform.position, obj.transform.rotation); RotationControl rotationControl = toolObj.GetComponent <RotationControl>(); rotationControl.LinkObject(selectedObj); break; case Tool.SCALE: toolObj = Instantiate(toolPrefab, obj.transform.position, obj.transform.rotation); ScaleControl scaleControl = toolObj.GetComponent <ScaleControl>(); scaleControl.LinkObject(selectedObj); break; } }
void Awake() { instance = this; }