Exemple #1
0
            // Create the visualizer GameObject
            public static void CreateVisualizer(GameObject selectedPrefab)
            {
                // Exit without creating, if no Prefab is selected in the palette
                if (selectedPrefab == null)
                {
                    return;
                }

                // Create a new visualizer
                visualizerGameObject = GameObject.Instantiate(selectedPrefab);
                SetLayerRecursively(visualizerGameObject.transform, Const.Placement.visualizerLayer);

                // Name it "MAST_Visualizer" incase it needs to be found later for deletion
                visualizerGameObject.name = "MAST_Visualizer";

                // If not selecting the Eraser
                if (Settings.Data.gui.toolbar.selectedDrawToolIndex != 4)
                {
                    // If saved rotation is valid for the visualizer object, then apply the rotation to it
                    if (IsSavedRotationValidForVisualizer())
                    {
                        visualizerGameObject.transform.rotation = Manipulate.GetCurrentRotation();
                    }
                }

                // Set the visualizer and all it's children to be unselectable and not shown in the hierarchy
                visualizerGameObject.hideFlags = HideFlags.HideInHierarchy;
            }
Exemple #2
0
 // See if new selected Prefab will allow the saved rotation
 private static bool IsSavedRotationValidForVisualizer()
 {
     // If there is a saved rotation
     if (Manipulate.GetCurrentRotation() != null)
     {
         // If the current saved rotation is allowed by the prefab
         //   (If allowed rotation divides evenly into current rotation)
         //       or (Both allowed and current rotations are set to 0)
         if (((int)(Manipulate.GetCurrentRotation().eulerAngles.x % Helper.GetRotationStep().x) == 0) ||
             (int)Manipulate.GetCurrentRotation().eulerAngles.x == 0 && (int)Helper.GetRotationStep().x == 0)
         {
             if (((int)(Manipulate.GetCurrentRotation().eulerAngles.y % Helper.GetRotationStep().y) == 0) ||
                 (int)Manipulate.GetCurrentRotation().eulerAngles.y == 0 && (int)Helper.GetRotationStep().y == 0)
             {
                 if (((int)(Manipulate.GetCurrentRotation().eulerAngles.z % Helper.GetRotationStep().z) == 0) ||
                     (int)Manipulate.GetCurrentRotation().eulerAngles.z == 0 && (int)Helper.GetRotationStep().z == 0)
                 {
                     // Return true, since saved rotation is allowed
                     return(true);
                 }
             }
         }
     }
     // Return false, since saved rotation is not allowed
     return(false);
 }
Exemple #3
0
            // Moves the visualizer prefab to a position based on the current mouse position
            public static void UpdateVisualizerPosition()
            {
                // If a tool is selected
                if (Interface.placementMode != Interface.PlacementMode.None)
                {
                    // If visualizer exists
                    if (visualizerGameObject != null)
                    {
                        // Update visualizer position from pointer location on grid
                        visualizerGameObject.transform.position =
                            Helper.GetPositionOnGridClosestToMousePointer();

                        // If Eraser tool is not selected
                        if (Settings.Data.gui.toolbar.selectedDrawToolIndex != 4)
                        {
                            // Apply position offset
                            visualizerGameObject.transform.position += Helper.GetOffsetPosition();

                            // If Randomizer is selected
                            if (Settings.Data.gui.toolbar.selectedDrawToolIndex == 3)
                            {
                                // If Prefab in randomizable, apply Randomizer to transform
                                if (Helper.Randomizer.GetUseRandomizer())
                                {
                                    visualizerGameObject = Randomizer.ApplyRandomizerToTransform(
                                        visualizerGameObject, Manipulate.GetCurrentRotation());
                                }
                            }
                        }

                        // Set visualizer visibility based on if mouse over grid
                        if (pointerInSceneview)
                        {
                            visualizerGameObject.SetActive(visualizerOnGrid);
                        }
                    }
                }
            }