void importSettingsFromSelectedGameObject() { clearTestResults(); if (SelectedObject.GetComponent <RealisticBuoyancy>() == true) { RealisticBuoyancy BuoyancyScript = SelectedObject.GetComponent <RealisticBuoyancy>(); slicesPerAxis = BuoyancyScript.slicesPerAxis; isConcave = BuoyancyScript.isConcave; voxelsLimit = BuoyancyScript.voxelsLimit; percentageSolid = BuoyancyScript.percentageSolid; SelectedMaterialType = BuoyancyScript.SelectedMaterialType; selectedGasesMaterial = BuoyancyScript.selectedGasesMaterial; selectedLiquidsMaterial = BuoyancyScript.selectedLiquidsMaterial; selectedSolidsMaterial = BuoyancyScript.selectedSolidsMaterial; if (BuoyancyScript.SelectedMaterialType != MaterialTypes.Solid) { ShowAdvancedInfo = true; } if (slicesPerAxis == 1) { selectedFloatingQuality = FloatingQuality.ExtremeLow; } if (slicesPerAxis == 2) { selectedFloatingQuality = FloatingQuality.Low; } if (slicesPerAxis == 4) { selectedFloatingQuality = FloatingQuality.Medium; } if (slicesPerAxis == 6) { selectedFloatingQuality = FloatingQuality.High; } if (slicesPerAxis == 8) { selectedFloatingQuality = FloatingQuality.ExtremeHigh; } } else { //Cant find settings to import. //Nothing wrong with that! } }
public static float getSolidMaterialValue(SolidsMaterialList _SolidsMaterialList) { switch (_SolidsMaterialList) { case SolidsMaterialList.Aerographite: return(0.2f); case SolidsMaterialList.MetallicMicrolattice: return(0.9f); case SolidsMaterialList.Aerogel: return(1.0f); case SolidsMaterialList.Styrofoam: return(75f); case SolidsMaterialList.Cork: return(240f); case SolidsMaterialList.Pine: return(373f); case SolidsMaterialList.Lithium: return(535f); case SolidsMaterialList.Wood: return(700f); case SolidsMaterialList.Oak: return(710f); case SolidsMaterialList.Potassium: return(860f); case SolidsMaterialList.Sodium: return(970f); case SolidsMaterialList.Ice: return(916.7f); case SolidsMaterialList.Nylon: return(1150f); case SolidsMaterialList.Plastics: return(1175f); case SolidsMaterialList.Magnesium: return(1740f); case SolidsMaterialList.Beryllium: return(1850f); case SolidsMaterialList.Glycerol: return(1261f); case SolidsMaterialList.Concrete: return(2000f); case SolidsMaterialList.Silicon: return(2330f); case SolidsMaterialList.Aluminium: return(2700f); case SolidsMaterialList.Diiodomethane: return(3325f); case SolidsMaterialList.Diamond: return(3500f); case SolidsMaterialList.Titanium: return(4540f); case SolidsMaterialList.Selenium: return(4800f); case SolidsMaterialList.Vanadium: return(6100f); case SolidsMaterialList.Antimony: return(6690f); case SolidsMaterialList.Zinc: return(7000f); case SolidsMaterialList.Chromium: return(7200f); case SolidsMaterialList.Tin: return(7310f); case SolidsMaterialList.Manganese: return(7325f); case SolidsMaterialList.Iron: return(7870f); case SolidsMaterialList.Steel: return(8050f); case SolidsMaterialList.Niobium: return(8570f); case SolidsMaterialList.Brass: return(8600f); case SolidsMaterialList.Cadmium: return(8650f); case SolidsMaterialList.Cobalt: return(8900f); case SolidsMaterialList.Nickel: return(8900f); case SolidsMaterialList.Copper: return(8940f); case SolidsMaterialList.Bismuth: return(9750f); case SolidsMaterialList.Molybdenum: return(10220f); case SolidsMaterialList.Silver: return(10500f); case SolidsMaterialList.Lead: return(11340f); case SolidsMaterialList.Thorium: return(11700f); case SolidsMaterialList.Rhodium: return(12410f); case SolidsMaterialList.Tantalum: return(16600f); case SolidsMaterialList.Uranium: return(18800f); case SolidsMaterialList.Tungsten: return(19300f); case SolidsMaterialList.Gold: return(19320f); case SolidsMaterialList.Plutonium: return(19840f); case SolidsMaterialList.Platinum: return(21450f); case SolidsMaterialList.Iridium: return(22420f); case SolidsMaterialList.Osmium: return(22570); case SolidsMaterialList.Dama: return(1450); case SolidsMaterialList.Human: return(970f); // yes we even got human on the menu! default: return(0.0f); break; } }
/// <summary> /// Set the Material solid sub type /// </summary> public void setSubType(SolidsMaterialList _MaterialSubTypes) { selectedSolidsMaterial = _MaterialSubTypes; }
void OnGUI() { //To fix the crapy static stuff and missing Start void :/ if (firstStart == false) { firstStart = true; importSettingsFromExistingManager(); if (SelectedObject != null) { importSettingsFromSelectedGameObject(); } } //To keep everything updated! NoneGUIElementsUpdate(); if (OverWriteDisableWindow == false) // If this value = true there is something wrong! { if (ShowAdvancedInfo == true) { if (GUILayout.Button("Hide advanced options/info")) { ShowAdvancedInfo = false;; hideManagerGameObject(); } } else { if (GUILayout.Button("Show advanced options/info")) { ShowAdvancedInfo = true; showManagerGameObject(); } } if (textureLogo == null) { textureLogo = (Texture2D)EditorGUIUtility.Load("Assets/RealisticPhysics/RealisticWaterPhysics/Resources/icon0.png"); } EditorGUILayout.BeginHorizontal(); GUILayout.FlexibleSpace(); GUILayout.Label(textureLogo); GUILayout.FlexibleSpace(); EditorGUILayout.EndHorizontal(); toolbarInt = GUILayout.Toolbar(toolbarInt, toolbarStrings); EditorGUILayout.BeginHorizontal(); scrollPos = EditorGUILayout.BeginScrollView(scrollPos, GUILayout.Width(450), GUILayout.Height(300)); } EditorGUILayout.HelpBox("Waring log: " + lastErrorLog, MessageType.Info, true); //Desplay the last error log, warning! if (OverWriteDisableWindow == false) // If this value = true there is something wrong! { EditorGUILayout.Space(); if (showSetupOptions == true) { EditorGUILayout.Space(); EditorGUILayout.LabelField("Water settings:"); selectedOceanLiquidsMaterial = (LiquidsMaterialList)EditorGUILayout.EnumPopup("Water Classification:", selectedOceanLiquidsMaterial); if (ShowAdvancedInfo) { EditorGUILayout.LabelField("Density of the water:" + CalculatedWaterDensity); } EditorGUILayout.Space(); if (waterObject != null) { waterLevel = waterObject.transform.position.y; } if (currentUseCeto == false && currentUseDW == false && currentUseAquas == false && currentUsePlayWayWater == false) { if (waterObject == null) { waterLevel = EditorGUILayout.FloatField("Water Level:", waterLevel); } if (ShowAdvancedInfo) { if (waterObject == null) { EditorGUILayout.LabelField("Or"); } if (waterObject = EditorGUILayout.ObjectField("Water GameObject: ", waterObject, typeof(GameObject), true) as GameObject) { waterLevel = waterObject.transform.position.y; EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField(""); EditorGUILayout.LabelField("Water level: " + waterLevel.ToString()); EditorGUILayout.EndHorizontal(); } EditorGUILayout.LabelField("Or"); useExternalWaterLevel = EditorGUILayout.Toggle("Use external water level", useExternalWaterLevel); // Allows you to make something yourself ;) } } EditorGUILayout.Space(); EditorGUILayout.LabelField("Air settings:"); useAirDensity = EditorGUILayout.Toggle("Use air density", useAirDensity); if (useAirDensity == true) { maxAirLevel = EditorGUILayout.FloatField("Max air Level:", maxAirLevel); if (ShowAdvancedInfo) { selectedAirGasesMaterial = (GasesMaterialList)EditorGUILayout.EnumPopup("Air type: ", selectedAirGasesMaterial); airDensity = PhysicsMaterialsList.getGasesMaterialValue(selectedAirGasesMaterial); EditorGUILayout.LabelField("Density of the air:" + CalculatedAirDensity); // work in progress! } } EditorGUILayout.Space(); EditorGUILayout.LabelField("Support settings:"); //Again for support #if CETO currentUseCeto = EditorGUILayout.Toggle("Enable Ceto support", currentUseCeto); #endif #if DW currentUseDW = EditorGUILayout.Toggle("Enable Dynamic Water support", currentUseDW); #endif #if AQUAS currentUseAquas = EditorGUILayout.Toggle("Enable Aquas support", currentUseAquas); #endif //Aquas needs a water level to work with, so leave that at them, just let the users select the aqaus water object if (currentUseAquas == true) { if (AquaswaterObject = EditorGUILayout.ObjectField("AQUAS water object: ", AquaswaterObject, typeof(GameObject), true) as GameObject) { waterLevel = AquaswaterObject.transform.position.y; } if (AquaswaterObject != null) { waterLevel = AquaswaterObject.transform.position.y; } EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField(""); EditorGUILayout.LabelField("Water level: " + waterLevel.ToString()); EditorGUILayout.EndHorizontal(); EditorGUILayout.Space(); } #if PW currentUsePlayWayWater = EditorGUILayout.Toggle("Enable PlayWay Water support", currentUsePlayWayWater); #endif EditorGUILayout.Space(); EditorGUILayout.LabelField("Read the Manual for more info."); //get some room! EditorGUILayout.Space(); EditorGUILayout.Space(); EditorGUILayout.Space(); } if (showGameobjectSetupOptions == true) { if (selectionGameObjects.Count > 0) { EditorGUILayout.LabelField("All Gameobjects below will get the same settings!"); SelectedObject = selectionGameObjects[0]; for (int i = 0; i < selectionGameObjects.Count; i++) { selectionGameObjects[i] = EditorGUILayout.ObjectField("GameObject " + i.ToString() + ": ", selectionGameObjects[i], typeof(GameObject), true) as GameObject; } } else { EditorGUILayout.LabelField("Select a gameOject in the Hierarchy"); SelectedObject = null; } if (SelectedObject != null) { //Check if there is a mesh filter else report it to the user and clear the selection! if (SelectedObject.GetComponent <MeshFilter>() == true && SelectedObject.GetComponent <MeshFilter>() != null) { lastErrorLog = ""; if (didImport == false) { importSettingsFromSelectedGameObject(); OldSelectedObject = SelectedObject; didImport = true; } else if (OldSelectedObject != SelectedObject) { didImport = false; } } else { //So there is no Mesh filter on this object! //We can still use it we just got to use somthing else for volume... collider? if (SelectedObject.GetComponent <Collider>() == true) { lastErrorLog = "Can't find MeshFilter, using collider!"; if (didImport == false) { importSettingsFromSelectedGameObject(); OldSelectedObject = SelectedObject; didImport = true; } else if (OldSelectedObject != SelectedObject) { didImport = false; } } else { //Also no collider.... lastErrorLog = "There is no MeshFilter or Collider on this object!"; } } EditorGUILayout.Space(); if (ShowAdvancedInfo == true) { EditorGUILayout.LabelField("Gameobject settings:"); slicesPerAxis = EditorGUILayout.IntField("Slices Per Axis", slicesPerAxis); if (slicesPerAxis < 1) { slicesPerAxis = 1; } else if (slicesPerAxis > 8) { slicesPerAxis = 8; } isConcave = EditorGUILayout.Toggle("GameObject is concave", isConcave); // has its issues! voxelsLimit = EditorGUILayout.IntField("Voxels limit", voxelsLimit); if (slicesPerAxis < 1) { slicesPerAxis = 1; } else if (slicesPerAxis > 64) { slicesPerAxis = 64; } } else { selectedFloatingQuality = (FloatingQuality)EditorGUILayout.EnumPopup("Floating Quality:", selectedFloatingQuality); if (selectedFloatingQuality == FloatingQuality.ExtremeLow) { slicesPerAxis = 1; voxelsLimit = 2; } if (selectedFloatingQuality == FloatingQuality.Low) { slicesPerAxis = 2; voxelsLimit = 4; } if (selectedFloatingQuality == FloatingQuality.Medium) { slicesPerAxis = 4; voxelsLimit = 8; } if (selectedFloatingQuality == FloatingQuality.High) { slicesPerAxis = 6; voxelsLimit = 12; } if (selectedFloatingQuality == FloatingQuality.ExtremeHigh) { slicesPerAxis = 8; voxelsLimit = 16; } } if (ShowAdvancedInfo == true) { SelectedMaterialType = (MaterialTypes)EditorGUILayout.EnumPopup("Material type:", SelectedMaterialType); } else { //Back to basic solids only! SelectedMaterialType = MaterialTypes.Solid; } if (SelectedMaterialType == MaterialTypes.Solid) { selectedSolidsMaterial = (SolidsMaterialList)EditorGUILayout.EnumPopup("Solid Material:", selectedSolidsMaterial); } else if (SelectedMaterialType == MaterialTypes.Liquids) { selectedLiquidsMaterial = (LiquidsMaterialList)EditorGUILayout.EnumPopup("Liquid Material:", selectedLiquidsMaterial); } else { selectedGasesMaterial = (GasesMaterialList)EditorGUILayout.EnumPopup("Gas Material:", selectedGasesMaterial); } percentageSolid = EditorGUILayout.IntField("Percentage Solid:", percentageSolid); if (percentageSolid < 0) { percentageSolid = 0; } else if (percentageSolid > 100) { percentageSolid = 100; } EditorGUILayout.Space(); if (GUILayout.Button("Calculate test results")) { calculateResults(); //Update the results. } if (DidTest == true) { if (ShowAdvancedInfo) { testResultsString = "Test result of the object:" + System.Environment.NewLine + System.Environment.NewLine + "Calculated mass: " + CalculatedMass + System.Environment.NewLine + "Calculated volume: " + CalculatedVolume + System.Environment.NewLine + "Calculated density: " + CalculatedDensity + System.Environment.NewLine + "Float in water: " + ((CalculatedWillFloatInWater == true) ? "Yes" : "No").ToString() + System.Environment.NewLine + "Float in Air: " + ((CalculatedWillFloatInAir == true) ? "Yes" : "No").ToString(); } else { //Will it float or not?! testResultsString = "Test result of the object:" + System.Environment.NewLine + System.Environment.NewLine + "Float in water: " + ((CalculatedWillFloatInWater == true) ? "Yes" : "No").ToString() + System.Environment.NewLine + "Float in Air: " + ((CalculatedWillFloatInAir == true) ? "Yes" : "No").ToString(); } } else { testResultsString = "No test results yet!"; } EditorGUILayout.HelpBox(testResultsString, MessageType.Info, true); //Button if (SelectedObject != null) { if (SelectedObject.GetComponent <RealisticBuoyancy>()) { if (GUILayout.Button("Update gameobject script")) { if (selectionGameObjects != null && selectionGameObjects.Count > 0) { foreach (var Selectedgameobject in selectionGameObjects) { createObjectScript(Selectedgameobject); } } else { createObjectScript(SelectedObject); // Update the script on the selected object. } } } else { if (GUILayout.Button("Create gameobject script")) { if (selectionGameObjects != null && selectionGameObjects.Count > 0) { foreach (var Selectedgameobject in selectionGameObjects) { createObjectScript(Selectedgameobject); } } else { createObjectScript(SelectedObject); // Update the script on the selected object. } } } } else //double check to make sure there is indeed a gamobject selected! { if (GUILayout.Button("First select a gameobject.")) { //Still show the button but its does nothing :P } } } EditorGUILayout.Space(); if (SelectedObject != null) { if (ScriptSavedAfterTest == true) { stateInfo = "Changes have been saved!"; } else { stateInfo = "Changes have NOT been saved!"; } EditorGUILayout.HelpBox(stateInfo, MessageType.Info, true); } } EditorGUILayout.EndScrollView(); EditorGUILayout.EndHorizontal(); } }