public static void RoundLocalscaleOfObjs() { GameObject go = Selection.activeGameObject; Transform[] gos = go.GetComponentsInChildren <Transform>(); for (int i = 0; i < gos.Length; i++) { KMTools.RoundLocalScale(gos[i].gameObject); } }
public static void RoundLocal() { GameObject go = Selection.activeGameObject; Transform[] gos = go.GetComponentsInChildren <Transform>(); //Debug.Log(gos.Length); for (int i = 0; i < gos.Length; i++) { KMTools.RoundToDecByObj(gos[i].gameObject); } }
public static void RoundPosAndRot() { GameObject go = Selection.activeGameObject; if (go != null) { KMTools.RoundToDecByObj(go); } else { Debug.Log("you need select one object"); } }
void CreateSlots() { if (prefab != null) { int count = 0; Bounds b = new Bounds(); for (int y = 0; y < maxRows; ++y) { for (int x = 0; x < maxColumns; ++x) { GameObject go = KMTools.AddGameObj(gameObject, prefab, true, false); Transform t = go.transform; t.localPosition = new Vector3(padding + (x + 0.5f) * width, -padding - (y + 0.5f) * height, 0f); b.Encapsulate(new Vector3(padding * 2f + (x + 1) * width, -padding * 2f - (y + 1) * height, 0f)); if (++count >= maxItemCount) { return; } } } } }