Esempio n. 1
0
        public static void HandleFrame(IFrame frame, GUISkin skin, float numPixelsIndentation = 0.0f, bool includeFrameToolIfPresent = true)
        {
            bool guiWasEnabled = UnityEngine.GUI.enabled;

            using (new Indent(numPixelsIndentation)) {
                UnityEngine.GUI.enabled = true;
                GameObject newParent = (GameObject)EditorGUILayout.ObjectField(MakeLabel("Parent"), frame.Parent, typeof(GameObject), true);
                UnityEngine.GUI.enabled = guiWasEnabled;

                if (newParent != frame.Parent)
                {
                    frame.SetParent(newParent);
                }

                frame.LocalPosition = Vector3Field(MakeLabel("Local position"), frame.LocalPosition, skin.label);

                // Converting from quaternions to Euler - make sure the actual Euler values has
                // changed before updating local rotation to not mess up the undo stack.
                Vector3 inputEuler  = frame.LocalRotation.eulerAngles;
                Vector3 outputEuler = Vector3Field(MakeLabel("Local rotation"), inputEuler, skin.label);
                if (!ValueType.Equals(inputEuler, outputEuler))
                {
                    frame.LocalRotation = Quaternion.Euler(outputEuler);
                }

                Separator();

                Tools.FrameTool frameTool = null;
                if (includeFrameToolIfPresent && (frameTool = Tools.FrameTool.FindActive(frame)) != null)
                {
                    using (new Indent(12))
                        frameTool.OnPreTargetMembersGUI(skin);
                }
            }
        }
Esempio n. 2
0
        public static void HandleFrames(IFrame[] frames,
                                        float numPixelsIndentation     = 0.0f,
                                        bool includeFrameToolIfPresent = true)
        {
            var  skin          = InspectorEditor.Skin;
            bool guiWasEnabled = UnityEngine.GUI.enabled;
            var  refFrame      = frames[0];

            using (new Indent(numPixelsIndentation)) {
                UnityEngine.GUI.enabled  = true;
                EditorGUI.showMixedValue = frames.Any(frame => !Equals(refFrame.Parent, frame.Parent));
                GameObject newParent = (GameObject)EditorGUILayout.ObjectField(MakeLabel("Parent"),
                                                                               refFrame.Parent,
                                                                               typeof(GameObject),
                                                                               true);
                EditorGUI.showMixedValue = false;
                UnityEngine.GUI.enabled  = guiWasEnabled;

                if (newParent != refFrame.Parent)
                {
                    foreach (var frame in frames)
                    {
                        frame.SetParent(newParent);
                    }
                }

                UnityEngine.GUI.changed = false;

                EditorGUI.showMixedValue = frames.Any(frame => !Equals(refFrame.LocalPosition, frame.LocalPosition));
                var localPosition = Vector3Field(MakeLabel("Local position"), refFrame.LocalPosition, skin.label);
                if (UnityEngine.GUI.changed)
                {
                    foreach (var frame in frames)
                    {
                        frame.LocalPosition = localPosition;
                    }
                    UnityEngine.GUI.changed = false;
                }
                EditorGUI.showMixedValue = false;

                // Converting from quaternions to Euler - make sure the actual Euler values has
                // changed before updating local rotation to not mess up the undo stack.
                Vector3 inputEuler = refFrame.LocalRotation.eulerAngles;
                EditorGUI.showMixedValue = frames.Any(frame => !Equals(refFrame.LocalRotation, frame.LocalRotation));
                Vector3 outputEuler = Vector3Field(MakeLabel("Local rotation"), inputEuler, skin.label);
                if (!Equals(inputEuler, outputEuler))
                {
                    foreach (var frame in frames)
                    {
                        frame.LocalRotation = Quaternion.Euler(outputEuler);
                    }
                    UnityEngine.GUI.changed = false;
                }
                EditorGUI.showMixedValue = false;

                Separator();

                Tools.FrameTool frameTool = frames.Length == 1 && includeFrameToolIfPresent?
                                            Tools.FrameTool.FindActive(refFrame) :
                                                null;

                if (frameTool != null)
                {
                    using (new Indent(12))
                        frameTool.OnPreTargetMembersGUI();
                }
            }
        }