Esempio n. 1
0
 // Switch for switch functions (!)
 static void SwitchValues()
 {
     if (AlignEditor.ScaleTool)
     {
         Undo.RegisterUndo(Selection.transforms, "Switch Scale");
         AlignManager.SwitchScale(Selection.transforms);
     }
     else if (AlignEditor.RotationTool)
     {
         Undo.RegisterUndo(Selection.transforms, "Switch Rotation");
         AlignManager.SwitchRotation(Selection.transforms);
     }
     else
     {
         Undo.RegisterUndo(Selection.transforms, "Switch Position");
         AlignManager.SwitchPosition(Selection.transforms);
     }
 }
Esempio n. 2
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    // Update is called once per frame
    void Update()
    {
        if (!Input.GetKeyDown(KeyCode.Return))
        {
            return;
        }

        int childCount = objectParent.GetChildCount();

        if (objectParent != null && childCount > 0)
        {
            // We need to get all children separatly to tell the API that it must make every one of them fall, no the whole as if it were only one object
            Transform[] childs = new Transform[childCount];
            for (int i = 0; i < childCount; i++)
            {
                childs[i] = objectParent.GetChild(i);
            }

            // Make them fall : list of object, true to set the normal from the hit, Collider to tell it to use the collider for raycast
            AlignManager.FallOnTerrain(childs, true, ExtentsGetter.BoundType.Collider);
        }
    }
Esempio n. 3
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    // Switch for align functions
    static void Align()
    {
        if (Selection.transforms.Length == 0)
        {
            return;
        }

        if (AlignEditor.ScaleTool)
        {
            Undo.RegisterUndo(Selection.transforms, "Align Scale");
            AlignManager.AlignScale(Selection.activeTransform, Selection.transforms, AlignEditor.Axis [(int)AlignEditor.axis], AlignEditor.landmark);
        }
        else if (AlignEditor.RotationTool)
        {
            Undo.RegisterUndo(Selection.transforms, "Align Rotation");
            AlignManager.AlignRotation(Selection.activeTransform, Selection.transforms, AlignEditor.Axis [(int)AlignEditor.axis], AlignEditor.landmark);
        }
        else
        {
            Undo.RegisterUndo(Selection.transforms, "Align Position");
            AlignManager.AlignPosition(Selection.activeTransform, Selection.transforms, AlignEditor.Axis [(int)AlignEditor.axis], AlignEditor.landmark, AlignEditor.PreferredBounds);
        }
    }
Esempio n. 4
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 // Call for the fall on terrain feature, after calling the RegisterUndo
 static void FallOnTerrain()
 {
     Undo.RegisterSceneUndo("Fall on terrain");
     AlignManager.FallOnTerrain(Selection.transforms, AlignEditor.rotateToTerrainAngle, AlignEditor.PreferredBounds);
 }