Exemple #1
0
    // Method used to display the prefab placement tools.
    private void DisplayPrefabSpawner()
    {
        /* DO YOUR CODING HERE FOR UI */
        //We use this checker to update values ​​each time the user modifies a value
        EditorGUI.BeginChangeCheck();

        //Enable physics
        tmp_enable_physics = EditorGUILayout.Toggle("Enable physics", tmp_enable_physics);

        //Display a dropdown list with all layers, and get the selected one.
        layerNames = new List <string>();
        for (int i = 0; i <= 31; i++)
        {
            string layerName = LayerMask.LayerToName(i);
            if (layerName.Length > 0)
            {
                layerNames.Add(layerName);
            }
        }
        options = new string[layerNames.Count];
        for (int i = 0; i < layerNames.Count; i++)
        {
            options[i] = layerNames[i];
        }
        layerSelected = EditorGUILayout.Popup("Layer filter", layerSelected, options);
        // AssetObject to attach to parent

        //    parentObjectTransform = EditorGUILayout.ObjectField("Attach Parent", parentObjectTransform , typeof(Transform), true) as Transform;
        parentObject = EditorGUILayout.ObjectField("Attach Parent", parentObject, typeof(GameObject), true) as GameObject;
        // Build the necessary UI to display the transform settings
        tmp_position = EditorGUILayout.Vector3Field("Position", tmp_position);
        tmp_rotation = EditorGUILayout.Vector3Field("Rotation", tmp_rotation);
        tmp_scale    = EditorGUILayout.Vector3Field("Scale", tmp_scale);
        if (GUILayout.Button("Place with transform"))
        {
            placeObject();
        }


        GUILayout.Space(10);

        prefabBrowser.Display();

        // TO-DO
        // Add UI to modify transform settings
        // Add UI to modify tag and layer settings

        if (GUILayout.Button("Place"))
        {
            placementSettings.active = !placementSettings.active;
            UpdatePlacementTool();
        }

        if (EditorGUI.EndChangeCheck())
        {
            UpdatePlacementTool();
            // Debug.Log("Change detected in variables");
        }
    }
    // Method used to display the prefab placement tools.
    private void DisplayPrefabSpawner()
    {
        /* DO YOUR CODING HERE FOR UI */

        //Display a dropdown list with all layers, and get the selected one.

        // AssetObject to attach to parent

        // Build the necessary UI to display the transform settings
        EditorGUILayout.Vector3Field("Position", tmp_position);
        EditorGUILayout.Vector3Field("Rotation", tmp_rotation);
        EditorGUILayout.Vector3Field("Scale", tmp_scale);
        prefabBrowser.Display();

        // TO-DO
        // Add UI to modify transform settings
        // Add UI to modify tag and layer settings

        if (GUILayout.Button("Place"))
        {
            placementSettings.active = !placementSettings.active;
            UpdatePlacementTool();
        }
    }