//to handle different keyboard types (i.e. German and US); private static bool RotateKeys(Event e) { if (_rotateOptA) { if (e.character == 'z') { PreviewObject.RotateBackwards(); return(true); } else if (e.character == 'x') { PreviewObject.RotateForwards(); return(true); } } else { if (e.character == '>') { PreviewObject.RotateBackwards(); return(true); } else if (e.character == '<') { PreviewObject.RotateForwards(); return(true); } } return(false); }
public static void CreateGameObject(Vector3 position) { var gameObject = PreviewObject.CreateGameObject(); gameObject.transform.position = position; gameObject.transform.parent = MapEditorMap.CurrentSubSection; Undo.RegisterCreatedObjectUndo(gameObject, "Create " + gameObject.name); }
public static void CreateGameObject(int x, int y) { var gameObject = PreviewObject.CreateGameObject(); gameObject.transform.position = new Vector3(x, y, 0); gameObject.transform.MoveToSection(Matrix.Matrix.At(x, y).Section, MapEditorMap.CurrentSubSectionName); Undo.RegisterCreatedObjectUndo(gameObject, "Create " + gameObject.name); }
public static void OnSceneGUI(SceneView sceneView) { if (EnableEdit) { PreviewObject.SetActive(true); PreviewObject.Update(sceneView); InputControl.ReactInput(sceneView); UnselectMapReference(); } else { PreviewObject.SetActive(false); } }