public override void Submit() { ParametersController controller = gObject.GetComponent <ParametersController>(); if (null != controller && !controller.IsDeletable()) { return; } ToolsUIManager.Instance.SpawnDeleteInstanceVFX(gObject); CommandGroup constraintGroup = null; List <Constraint> constraints = ConstraintManager.GetObjectConstraints(gObject); if (constraints.Count > 0) { constraintGroup = new CommandGroup("Constraints"); foreach (Constraint constraint in constraints) { new CommandRemoveConstraint(constraint.constraintType, constraint.gobject).Submit(); } } Redo(); CommandManager.AddCommand(this); if (null != constraintGroup) { constraintGroup.Submit(); } }
public static void RemoveObjectConstraint(GameObject gobject, ConstraintType constraintType) { switch (constraintType) { case ConstraintType.Parent: ConstraintManager.RemoveConstraint <ParentConstraint>(gobject); break; case ConstraintType.LookAt: ConstraintManager.RemoveConstraint <LookAtConstraint>(gobject); break; } Instance.scene.RemoveObjectConstraint(gobject, constraintType); }
public static void AddObjectConstraint(GameObject gobject, ConstraintType constraintType, GameObject target) { switch (constraintType) { case ConstraintType.Parent: ConstraintManager.AddParentConstraint(gobject, target); break; case ConstraintType.LookAt: ConstraintManager.AddLookAtConstraint(gobject, target); break; } Instance.scene.AddObjectConstraint(gobject, constraintType, target); }
public static void ClearScene() { firstSave = true; CommandManager.SetSceneDirty(false); CameraManager.Instance.Clear(); AnimationEngine.Instance.Clear(); Selection.Clear(); ConstraintManager.Clear(); ShotManager.Instance.Clear(); clearSceneEvent.Invoke(); Instance.scene.ClearScene(); }
// Constraints public static void InsertObjectConstraint(int index, Constraint constraint) { ConstraintManager.InsertConstraint(index, constraint); Instance.scene.InsertObjectConstraint(index, constraint); }
public CommandRemoveConstraint(ConstraintType constraintType, GameObject gobject) { ConstraintManager.FindConstraint(gobject, constraintType, out constraint, out constraintIndex); }