Exemple #1
0
 private void OnDisable()
 {
     for (int i = 0; i < gizmos.Length; i++)
     {
         LevelEditorGLRenderer.Remove(gizmos[i]);
     }
 }
Exemple #2
0
 private void OnEnable()
 {
     for (int i = 0; i < gizmos.Length; i++)
     {
         LevelEditorGLRenderer.Add(gizmos[i]);
     }
 }
        private void Awake()
        {
            if (instance == null)
            {
                instance = this;

                drawer = SetupDrawer();
            }
        }
        private void OnEnable()
        {
            if (instance == null)
            {
                instance = this;
            }

#if URP
            RenderPipelineManager.endCameraRendering += OnEndCameraRendering;
#endif
        }
        private void DeleteObjectInternal(ILevelEditorObject target, bool registerUndo)
        {
            if (!pooledObjects.ContainsKey(target.ID))
            {
                pooledObjects.Add(target.ID, new Stack <ILevelEditorObject>());
            }

            objectsWithId.Remove(target.InstanceID);

            pooledObjects[target.ID].Push(target);
            activeObjects[target.ID].Remove(target);
            objectCount[target.ID]--;

            target.OnPooled();

            if (target.MyGameObject.TryGetComponent(out ILevelEditorGizmos gizmos))
            {
                LevelEditorGLRenderer.Remove(gizmos);
            }

            if (target.Parent != null)
            {
                target.Parent.RemoveChild(target);
            }

            if (target.HasChildren())
            {
                //TODO: If deleting children, register delete multiple undo.
                for (int i = 0; i < target.Children.Count; i++)
                {
                    DeleteObject(target.Children[i], false);
                }

                target.Children.Clear();
            }

            if (registerUndo && Undo != null)
            {
                undoComp.AddAction(new DeleteObjectUndoAction(target));
            }

            if (poolObjects)
            {
                target.MyGameObject.SetActive(false);
            }
            else
            {
                Destroy(target.MyGameObject);
            }

            OnDeletedObject?.Invoke(this, new LevelEditorObjectEvent(target));
        }
 static void ResetStatics()
 {
     instance = null;
 }