Esempio n. 1
0
        public void Setup()
        {
#if UNITY_EDITOR
            SetupMonoScriptTypeNames();
#endif

            EditorVR.DefaultMenu          = GetTypeSafe(m_DefaultMainMenuName);
            EditorVR.DefaultAlternateMenu = GetTypeSafe(m_DefaultAlternateMenuName);

            if (m_DefaultToolStackNames != null)
            {
                EditorVR.DefaultTools = m_DefaultToolStackNames.Select(GetTypeSafe).ToArray();
            }

            if (m_HiddenTypeNames != null)
            {
                EditorVR.HiddenTypes = m_HiddenTypeNames.Select(GetTypeSafe).ToArray();
            }

            s_Instance = m_Instance = ObjectUtils.CreateGameObjectWithComponent <EditorVR>();

            if (Application.isPlaying)
            {
                var camera    = CameraUtils.GetMainCamera();
                var cameraRig = m_Instance.transform;
                VRView.CreateCameraRig(ref camera, ref cameraRig);
            }

            XRSettings.eyeTextureResolutionScale = m_RenderScale;
        }
        public void Setup()
        {
            EditorVR.defaultTools = m_DefaultToolStack.Select(ms => ms.GetClass()).ToArray();
            m_Instance            = ObjectUtils.CreateGameObjectWithComponent <EditorVR>();

            XRSettings.eyeTextureResolutionScale = m_RenderScale;
        }
Esempio n. 3
0
 void OnDestroy()
 {
     s_Instance = null;
     foreach (var nested in m_NestedModules.Values)
     {
         nested.OnDestroy();
     }
 }
Esempio n. 4
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        public void Dispose()
        {
            m_Instance.Shutdown(); // Give a chance for dependent systems (e.g. serialization) to shut-down before destroying
            if (m_Instance)
            {
                ObjectUtils.Destroy(m_Instance.gameObject);
            }

            s_Instance = m_Instance = null;
        }
Esempio n. 5
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        void OnDestroy()
        {
            s_Instance = null;
            foreach (var nested in m_NestedModules.Values)
            {
                nested.OnDestroy();
            }

#if UNDO_PATCH
            DrivenRectTransformTracker.BlockUndo = false;
#endif
        }
Esempio n. 6
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        static void PreferencesGUI()
        {
            EditorGUILayout.BeginVertical();

            // Show EditorXR GameObjects
            {
                const string title   = "Show EditorXR GameObjects";
                const string tooltip = "Normally, EditorXR GameObjects are hidden in the Hierarchy. Would you like to show them?";

                EditorGUI.BeginChangeCheck();
                EditorVR.showGameObjects = EditorGUILayout.Toggle(new GUIContent(title, tooltip), EditorVR.showGameObjects);
                if (EditorGUI.EndChangeCheck() && s_Instance)
                {
                    s_Instance.SetHideFlags(EditorVR.defaultHideFlags);
                }
            }

            // Preserve Layout
            {
                const string title   = "Preserve Layout";
                const string tooltip = "Check this to preserve your layout and location in EditorXR";
                EditorVR.preserveLayout = EditorGUILayout.Toggle(new GUIContent(title, tooltip), EditorVR.preserveLayout);
            }

            // Include in Builds
            {
                const string title   = "Include in Player Builds";
                const string tooltip = "Normally, EditorXR will override its assembly definitions to keep its assemblies out of Player builds. Check this if you would like to skip this step and include EditorXR in Player builds";
                EditorVR.includeInBuilds = EditorGUILayout.Toggle(new GUIContent(title, tooltip), EditorVR.includeInBuilds);
            }

            if (GUILayout.Button("Reset to Defaults", GUILayout.Width(140)))
            {
                EditorVR.ResetPreferences();
            }

            EditorGUILayout.EndVertical();
        }
Esempio n. 7
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 public void Setup()
 {
     EditorVR.defaultTools = m_DefaultToolStack.Select(ms => ms.GetClass()).ToArray();
     m_Instance            = ObjectUtils.CreateGameObjectWithComponent <EditorVR>();
 }
Esempio n. 8
0
        void Awake()
        {
            s_Instance     = this; // Used only by PreferencesGUI
            Nested.evr     = this; // Set this once for the convenience of all nested classes
            m_DefaultTools = defaultTools;
            SetHideFlags(defaultHideFlags);
            ClearDeveloperConsoleIfNecessary();
            HandleInitialization();

            m_Interfaces = (Interfaces)AddNestedModule(typeof(Interfaces));
            AddModule <SerializedPreferencesModule>(); // Added here in case any nested modules have preference serialization
            AddNestedModule(typeof(SerializedPreferencesModuleConnector));

            var nestedClassTypes = ObjectUtils.GetExtensionsOfClass(typeof(Nested));

            foreach (var type in nestedClassTypes)
            {
                AddNestedModule(type);
            }
            LateBindNestedModules(nestedClassTypes);

            AddModule <HierarchyModule>();
            AddModule <ProjectFolderModule>();

            var viewer = GetNestedModule <Viewer>();

            viewer.preserveCameraRig = preserveLayout;
            viewer.InitializeCamera();

            var deviceInputModule = AddModule <DeviceInputModule>();

            deviceInputModule.InitializePlayerHandle();
            deviceInputModule.CreateDefaultActionMapInputs();
            deviceInputModule.processInput            = ProcessInput;
            deviceInputModule.updatePlayerHandleMaps  = Tools.UpdatePlayerHandleMaps;
            deviceInputModule.inputDeviceForRayOrigin = rayOrigin =>
                                                        (from deviceData in m_DeviceData
                                                         where deviceData.rayOrigin == rayOrigin
                                                         select deviceData.inputDevice).FirstOrDefault();

            GetNestedModule <UI>().Initialize();

            AddModule <KeyboardModule>();

            var multipleRayInputModule = GetModule <MultipleRayInputModule>();

            var dragAndDropModule = AddModule <DragAndDropModule>();

            multipleRayInputModule.rayEntered  += dragAndDropModule.OnRayEntered;
            multipleRayInputModule.rayExited   += dragAndDropModule.OnRayExited;
            multipleRayInputModule.dragStarted += dragAndDropModule.OnDragStarted;
            multipleRayInputModule.dragEnded   += dragAndDropModule.OnDragEnded;

            var tooltipModule = AddModule <TooltipModule>();

            this.ConnectInterfaces(tooltipModule);
            multipleRayInputModule.rayEntered  += tooltipModule.OnRayEntered;
            multipleRayInputModule.rayHovering += tooltipModule.OnRayHovering;
            multipleRayInputModule.rayExited   += tooltipModule.OnRayExited;

            AddModule <ActionsModule>();
            AddModule <HighlightModule>();

            var lockModule = AddModule <LockModule>();

            lockModule.updateAlternateMenu = (rayOrigin, o) => Menus.SetAlternateMenuVisibility(rayOrigin, o != null);

            AddModule <SelectionModule>();

            var spatialHashModule = AddModule <SpatialHashModule>();

            spatialHashModule.shouldExcludeObject = go => go.GetComponentInParent <EditorVR>();
            spatialHashModule.Setup();

            var intersectionModule = AddModule <IntersectionModule>();

            this.ConnectInterfaces(intersectionModule);
            intersectionModule.Setup(spatialHashModule.spatialHash);

            AddModule <SnappingModule>();

            var vacuumables = GetNestedModule <Vacuumables>();

            var miniWorlds      = GetNestedModule <MiniWorlds>();
            var workspaceModule = AddModule <WorkspaceModule>();

            workspaceModule.preserveWorkspaces  = preserveLayout;
            workspaceModule.workspaceCreated   += vacuumables.OnWorkspaceCreated;
            workspaceModule.workspaceCreated   += miniWorlds.OnWorkspaceCreated;
            workspaceModule.workspaceCreated   += workspace => { deviceInputModule.UpdatePlayerHandleMaps(); };
            workspaceModule.workspaceDestroyed += vacuumables.OnWorkspaceDestroyed;
            workspaceModule.workspaceDestroyed += miniWorlds.OnWorkspaceDestroyed;

            UnityBrandColorScheme.sessionGradient          = UnityBrandColorScheme.GetRandomCuratedLightGradient();
            UnityBrandColorScheme.saturatedSessionGradient = UnityBrandColorScheme.GetRandomCuratedGradient();

            var sceneObjectModule = AddModule <SceneObjectModule>();

            sceneObjectModule.tryPlaceObject = (obj, targetScale) =>
            {
                foreach (var miniWorld in miniWorlds.worlds)
                {
                    if (!miniWorld.Contains(obj.position))
                    {
                        continue;
                    }

                    var referenceTransform = miniWorld.referenceTransform;
                    obj.transform.parent = null;
                    obj.position         = referenceTransform.position + Vector3.Scale(miniWorld.miniWorldTransform.InverseTransformPoint(obj.position), miniWorld.referenceTransform.localScale);
                    obj.rotation         = referenceTransform.rotation * Quaternion.Inverse(miniWorld.miniWorldTransform.rotation) * obj.rotation;
                    obj.localScale       = Vector3.Scale(Vector3.Scale(obj.localScale, referenceTransform.localScale), miniWorld.miniWorldTransform.lossyScale.Inverse());

                    spatialHashModule.AddObject(obj.gameObject);
                    return(true);
                }

                return(false);
            };

            AddModule <HapticsModule>();
            AddModule <SpatialHintModule>();
            AddModule <SpatialScrollModule>();

            AddModule <FeedbackModule>();

            AddModule <WebModule>();

            //TODO: External module support (removes need for CCU in this instance)
#if INCLUDE_POLY_TOOLKIT
            AddModule <PolyModule>();
#endif

            viewer.AddPlayerModel();

            GetNestedModule <Rays>().CreateAllProxies();

            // In case we have anything selected at start, set up manipulators, inspector, etc.
            EditorApplication.delayCall += OnSelectionChanged;
        }