Esempio n. 1
0
        /// <summary>
        ///  Adds a scene command to the active ones on the scene.
        /// </summary>
        /// <param name="command"></param>
        public static void AddSceneCommand(SceneCommand command)
        {
#if UNITY_2017_1_OR_NEWER
            EditorApplication.playModeStateChanged -= PlayStateChangeCallBack;
            EditorApplication.playModeStateChanged += PlayStateChangeCallBack;
#else
            EditorApplication.playmodeStateChanged -= PlayStateChangeCallBack;
            EditorApplication.playmodeStateChanged += PlayStateChangeCallBack;
#endif
            EditorApplication.update -= MonKeyEditorUpdate;
            EditorApplication.update += MonKeyEditorUpdate;

#if UNITY_2019
            SceneView.duringSceneGui -= OnSceneViewGUI;
            SceneView.duringSceneGui += OnSceneViewGUI;
#else
            SceneView.duringSceneGui -= OnSceneViewGUI;
            SceneView.duringSceneGui += OnSceneViewGUI;
#endif
            command.OnActionDone += NotifyActionRemoved;
            int i = 1;
            while (CurrentSceneCommands.Count(_ => _.SceneCommandName == command.SceneCommandName) > 0)
            {
                if (command.SceneCommandName.Contains(i.ToString()))
                {
                    command.SceneCommandName = command.SceneCommandName.Replace((i - 1).ToString(), i.ToString());
                }
                else
                {
                    command.SceneCommandName = command.SceneCommandName + " " + i;
                }

                i++;
            }

            CurrentSceneCommands.Add(command);

            if (!CurrentSceneView)
            {
                CurrentSceneView = SceneView.currentDrawingSceneView;
            }

            if (CurrentSceneView)
            {
                CurrentSceneView.Focus();
            }

            SelectedSceneCommand = command;

            if (MonKeyInternalSettings.Instance.UseSceneCommandAsEditorWindow)
            {
                SceneCommandsWindow.ShowSceneCommandWindow();
            }
        }
Esempio n. 2
0
 void TransformScene(CurrentSceneView view)
 {
     switch (view)
     {
         case CurrentSceneView.UniversalView:
             //Should move to place corresponding to the earth position
             //Currently just remove the control parameters
             _leftKey = _rightKey = _upKey = _downKey = _delta = 0;
             _rotateAngle = _yMove = _zMove = 0;
             _beginTerrainAnimation = false;
             _currentView = CurrentSceneView.UniversalView;
             break;
         case CurrentSceneView.EarthView:
             _currentView = CurrentSceneView.EarthView;
             break;
     }
 }