Example #1
0
        internal static void CutGO()
        {
            m_GOCutboard      = Selection.transforms;
            m_SelectedObjects = Selection.objects;
            // Selection.transform does not provide correct list order, so we have to do it manually
            m_GOCutboard = m_GOCutboard.ToList().OrderBy(g => Array.IndexOf(m_SelectedObjects, g.gameObject)).ToArray();

            // Return if nothing selected
            if (!hasCutboardData)
            {
                return;
            }

            m_StageCutWasPerformedIn = StageUtility.GetStage(m_GOCutboard[0].gameObject);

            // If cut gameObject is prefab, get its root transform
            for (int i = 0; i < m_GOCutboard.Length; i++)
            {
                if (PrefabUtility.GetPrefabAssetType(m_GOCutboard[i].gameObject) != PrefabAssetType.NotAPrefab)
                {
                    m_GOCutboard[i] = PrefabUtility.GetOutermostPrefabInstanceRoot(m_GOCutboard[i].gameObject)?.transform;
                }
            }

            // Cut gameObjects should be visually marked as cut, so adding them to the hashset
            m_CutAffectedGOs.Clear();
            foreach (var item in m_GOCutboard)
            {
                m_CutAffectedGOs.Add(item);
                AddChildrenToHashset(item);
            }

            // Clean pasteboard when cutting gameObjects
            Unsupported.ClearPasteboard();
        }
Example #2
0
        void DrawGizmos(bool usingRenderPipeline)
        {
            UnityEngine.Profiling.Profiler.BeginSample("Refresh Selection Cache");
            GizmoContext.Refresh();
            UnityEngine.Profiling.Profiler.EndSample();
            UnityEngine.Profiling.Profiler.BeginSample("GizmosAllowed");
            typeToGizmosEnabled.Clear();
            if (!usingRenderPipeline)
            {
                // Fill the typeToGizmosEnabled dict with info about which classes should be drawn
                // We take advantage of the fact that IsGizmosAllowedForObject only depends on the type of the object and if it is active and enabled
                // and not the specific object instance.
                // When using a render pipeline the ShouldDrawGizmos method cannot be used because it seems to occasionally crash Unity :(
                // So we need these two separate cases.
                for (int i = gizmoDrawers.Count - 1; i >= 0; i--)
                {
                    var tp = gizmoDrawers[i].GetType();
                    if (!typeToGizmosEnabled.ContainsKey(tp) && (gizmoDrawers[i] as MonoBehaviour).isActiveAndEnabled)
                    {
                        typeToGizmosEnabled[tp] = ShouldDrawGizmos((UnityEngine.Object)gizmoDrawers[i]);
                    }
                }
            }

            UnityEngine.Profiling.Profiler.EndSample();

            // Set the current frame's redraw scope to an empty scope.
            // This is because gizmos are rendered every frame anyway so we never want to redraw them.
            // The frame redraw scope is otherwise used when the game has been paused.
            var frameRedrawScope = gizmos.frameRedrawScope;

            gizmos.frameRedrawScope = default(RedrawScope);

#if UNITY_EDITOR && UNITY_2020_1_OR_NEWER
            var currentStage     = StageUtility.GetCurrentStage();
            var isInNonMainStage = currentStage != StageUtility.GetMainStage();
#endif

            // This would look nicer as a 'using' block, but built-in command builders
            // cannot be disposed normally to prevent user error.
            // The try-finally is equivalent to a 'using' block.
            var gizmoBuilder = gizmos.GetBuiltInBuilder();
            try {
                // Replace Draw.builder with a custom one just for gizmos
                var debugBuilder = Draw.builder;
                Draw.builder = gizmoBuilder;

                UnityEngine.Profiling.Profiler.BeginSample("DrawGizmos");
                GizmoContext.drawingGizmos = true;
                if (usingRenderPipeline)
                {
                    for (int i = gizmoDrawers.Count - 1; i >= 0; i--)
                    {
#if UNITY_EDITOR && UNITY_2020_1_OR_NEWER
                        // True if the scene is in isolation mode (e.g. focusing on a single prefab) and this object is not part of that sub-stage
                        var disabledDueToIsolationMode = isInNonMainStage && StageUtility.GetStage((gizmoDrawers[i] as MonoBehaviour).gameObject) != currentStage;
#else
                        var disabledDueToIsolationMode = false;
#endif
                        if ((gizmoDrawers[i] as MonoBehaviour).isActiveAndEnabled && !disabledDueToIsolationMode)
                        {
                            try {
                                gizmoDrawers[i].DrawGizmos();
                            } catch (System.Exception e) {
                                Debug.LogException(e, gizmoDrawers[i] as MonoBehaviour);
                            }
                        }
                    }
                }
                else
                {
                    for (int i = gizmoDrawers.Count - 1; i >= 0; i--)
                    {
#if UNITY_EDITOR && UNITY_2020_1_OR_NEWER
                        // True if the scene is in isolation mode (e.g. focusing on a single prefab) and this object is not part of that sub-stage
                        var disabledDueToIsolationMode = isInNonMainStage && StageUtility.GetStage((gizmoDrawers[i] as MonoBehaviour).gameObject) != currentStage;
#else
                        var disabledDueToIsolationMode = false;
#endif
                        if ((gizmoDrawers[i] as MonoBehaviour).isActiveAndEnabled && typeToGizmosEnabled[gizmoDrawers[i].GetType()] && !disabledDueToIsolationMode)
                        {
                            try {
                                gizmoDrawers[i].DrawGizmos();
                            } catch (System.Exception e) {
                                Debug.LogException(e, gizmoDrawers[i] as MonoBehaviour);
                            }
                        }
                    }
                }
                GizmoContext.drawingGizmos = false;
                UnityEngine.Profiling.Profiler.EndSample();

                // Revert to the original builder
                Draw.builder = debugBuilder;
            } finally {
                gizmoBuilder.DisposeInternal();
            }

            gizmos.frameRedrawScope = frameRedrawScope;

            // Schedule jobs that may have been scheduled while drawing gizmos
            JobHandle.ScheduleBatchedJobs();
        }
 public static PrefabStage GetPrefabStage(GameObject gameObject)
 {
     return(StageUtility.GetStage(gameObject) as PrefabStage);
 }