private void DrawTanks(Graphics g, GameObjectDrawer gameObjectDrawer) { foreach (var tank in _tanks) { gameObjectDrawer.DrawGameObject(g, tank); } }
public static TDrawerWindow Create <TDrawerWindow>([NotNull] GameObject[] targets, [NotNull] IInspector inspector, Action doOnClosed = null) where TDrawerWindow : DrawerToWindow { var drawers = DrawerGroup.Create(inspector); var members = drawers.Members; DrawerArrayPool.InsertAt(ref members, 0, GameObjectDrawer.Create(targets, drawers, inspector), false); drawers.SetMembers(members); return(Create <TDrawerWindow>(drawers, doOnClosed)); }
public Form(Size size) { size -= new Size(50, 150); Size = size; _buttonLocationX = size.Width - 2 * _buttonDefaultSize.Width; _aquarium = new Aquarium(size); _drawer = new GameObjectDrawer(); _fishFactory = new FishFactory(_aquarium); DoubleBuffered = true; SetImagesSettings(); Init(); }
public Rect Draw(Rect position) { #if UNITY_EDITOR if (Platform.EditorMode) { bool headerHeightDetermined = true; var actualDrawnPosition = EditorGUIDrawer.AssetHeader(position, editor, ref headerHeightDetermined); #if UNITY_2018_3_OR_NEWER if (isPrefab) { const float padding = 3f; const float doublePadding = padding + padding; position.y += position.height - OpenInPrefabModeButtonHeight + padding; position.height = OpenInPrefabModeButtonHeight - doublePadding; DrawGUI.Active.ColorRect(position, InspectorUtility.Preferences.theme.AssetHeaderBackground); position.x += padding; position.width -= doublePadding; // UPDATE: even if prefab is being drawn in grayed out color // due to being inactive, draw the open prefab button without // being grayed out, to make it clear that it remains usable. var guiColorWas = GUI.color; var setColor = guiColorWas; setColor.a = 1f; GUI.color = setColor; if (GUI.Button(position, OpenPrefabButtonLabel)) { DrawGUI.UseEvent(); GameObjectDrawer.OpenPrefab(targets[0]); } GUI.color = guiColorWas; actualDrawnPosition.height += OpenInPrefabModeButtonHeight; } #endif return(actualDrawnPosition); } #endif DrawGUI.Runtime.GameObjectHeader(position, targets[0]); return(position); }
public TanksGame(GameObjectDrawer gameObjectDrawer) { _gameObjectDrawer = gameObjectDrawer; }