private GameObject CreateColorHuePicker(GameObject parent) { GameObject container = EmptyChild(parent, "ColorHuePicker"); ColorPickerProfile profile = Defaults.GetProfile(colorPickerProfile); container.transform.localPosition = profile.huePickerLocalPosition; container.transform.localScale = profile.huePickerScale; Undoable.AddComponent <ColorHuePicker>(container); ColorPickerThumbTouchable thumbTouchable = Undoable.AddComponent <ColorPickerThumbTouchable>(container); thumbTouchable.fixY = true; thumbTouchable.thumb = hueThumbInstance.transform; BoxCollider boxCollider = Undoable.AddComponent <BoxCollider>(container); boxCollider.isTrigger = true; // FIXME: This needs to be Touchable MeshFilter meshFilter = Undoable.AddComponent <MeshFilter>(container); meshFilter.sharedMesh = profile.thumbBody.GetComponent <MeshFilter>().sharedMesh; MeshRenderer meshRenderer = Undoable.AddComponent <MeshRenderer>(container); meshRenderer.materials = new Material[] { profile.hueMaterial }; return(container); }
private GameObject CreateColorSaturationBrightnessPicker(GameObject parent) { GameObject container = EmptyChild(parent, "ColorSaturationBrightnessPicker"); ColorPickerProfile profile = Defaults.GetProfile(colorPickerProfile); container.transform.localPosition = profile.sbLocalPosition; container.transform.localScale = profile.sbScale; var script = Undoable.AddComponent <ColorSaturationBrightnessPicker>(container); script.backgroundMaterial = profile.sbMaterial; ColorPickerThumbTouchable thumbTouchable = Undoable.AddComponent <ColorPickerThumbTouchable>(container); thumbTouchable.fixY = false; thumbTouchable.thumb = sbThumbInstance.transform; BoxCollider boxCollider = Undoable.AddComponent <BoxCollider>(container); boxCollider.isTrigger = true; // FIXME: This needs to be Touchable MeshFilter meshFilter = Undoable.AddComponent <MeshFilter>(container); meshFilter.mesh = profile.thumbBody.GetComponent <MeshFilter>().mesh; MeshRenderer meshRenderer = Undoable.AddComponent <MeshRenderer>(container); meshRenderer.materials = new Material[] { profile.sbMaterial }; return(container); }