コード例 #1
0
        void SetSpatialConstraintEditorAsset(SpatialConstraintAsset spatialAsset, SpatialConstraintsEditorAssignmentState state)
        {
            if (spatailWindowState.initialized &&
                spatailWindowState.spatialAsset == spatialAsset &&
                spatailWindowState.assignmentState == state)
            {
                // The states are the same. no need to assign
                return;
            }

            spatailWindowState.initialized     = true;
            spatailWindowState.spatialAsset    = spatialAsset;
            spatailWindowState.assignmentState = state;

            var existingWindow = DungeonEditorHelper.GetWindowIfOpen <SpatialConstraintsEditorWindow>();

            // Open a window only if we are assigning
            if (state == SpatialConstraintsEditorAssignmentState.Assigned && existingWindow == null)
            {
                existingWindow = EditorWindow.GetWindow <SpatialConstraintsEditorWindow>();
            }

            if (existingWindow != null)
            {
                existingWindow.Init(spatialAsset, state);
            }
        }
コード例 #2
0
        public void Init(SpatialConstraintAsset assetBeingEdited, SpatialConstraintsEditorAssignmentState assignmentState)
        {
            graphEditor = CreateInstance <SpatialConstraintsGraphEditor>();
            var graph = (assetBeingEdited != null) ? assetBeingEdited.Graph : null;

            graphEditor.Init(graph, position);
            graphEditor.AssignmentState  = assignmentState;
            graphEditor.AssetBeingEdited = assetBeingEdited;

            Repaint();
        }
コード例 #3
0
        public static T CreateConstraintRule <T>(SpatialConstraintAsset spatialConstraint) where T : ConstraintRule
        {
            if (spatialConstraint == null || spatialConstraint.hostThemeNode == null)
            {
                return(null);
            }

            var rule        = ScriptableObject.CreateInstance <T>();
            var assetObject = spatialConstraint.hostThemeNode.Graph;

            AssetDatabase.AddObjectToAsset(rule, assetObject);
            return(rule);
        }
コード例 #4
0
        public static T CreateSpatialConstraintNode <T>(SpatialConstraintAsset constraintAsset, Vector2 worldPosition) where T : SCBaseDomainNode
        {
            var graph = constraintAsset.Graph;
            var node  = GraphOperations.CreateNode <T>(graph);

            node.Position = worldPosition;
            node.SnapNode();

            var hostAsset = constraintAsset.hostThemeNode.Graph;

            AddToAsset(hostAsset, node);

            return(node);
        }
コード例 #5
0
        public static void DestroySpatialConstraintAsset(SpatialConstraintAsset spatialConstraint)
        {
            if (spatialConstraint == null)
            {
                return;
            }
            if (spatialConstraint.hostThemeNode == null)
            {
                return;
            }

            var asset = spatialConstraint.hostThemeNode.Graph;

            Undo.RegisterCompleteObjectUndo(asset, "Delete Node Spatial Constraint");

            var objectsToDestroy = new List <ScriptableObject>();

            if (spatialConstraint != null && spatialConstraint.Graph != null)
            {
                foreach (var node in spatialConstraint.Graph.Nodes)
                {
                    if (node is SCRuleNode)
                    {
                        var ruleNode = node as SCRuleNode;
                        foreach (var constraint in ruleNode.constraints)
                        {
                            objectsToDestroy.Add(constraint);
                        }
                    }
                    objectsToDestroy.Add(node);
                }
                objectsToDestroy.Add(spatialConstraint.Graph);
                objectsToDestroy.Add(spatialConstraint);
            }

            foreach (var objectToDestroy in objectsToDestroy)
            {
                if (objectToDestroy != null)
                {
                    Undo.DestroyObjectImmediate(objectToDestroy);
                }
            }
        }
コード例 #6
0
        void UpdateSpatialConstraintEditorWindow(GraphNode[] nodes)
        {
            SpatialConstraintAsset spatialAsset = null;
            SpatialConstraintsEditorAssignmentState assetState;
            VisualNode node = null;

            if (nodes.Length == 1 && nodes[0] is VisualNode)
            {
                node = nodes[0] as VisualNode;
            }

            if (node != null)
            {
                if (node.spatialConstraint == null)
                {
                    Debug.LogError("Spatial Constraint asset not assigned. Please reload the theme editor");
                    return;
                }

                if (node.useSpatialConstraint)
                {
                    spatialAsset = node.spatialConstraint;
                    assetState   = SpatialConstraintsEditorAssignmentState.Assigned;
                }
                else
                {
                    assetState = SpatialConstraintsEditorAssignmentState.ConstraintsDisabled;
                }
            }
            else
            {
                assetState = SpatialConstraintsEditorAssignmentState.NotAssigned;
            }

            SetSpatialConstraintEditorAsset(spatialAsset, assetState);
        }
コード例 #7
0
        protected virtual bool ProcessSpatialConstraint(SpatialConstraintProcessor constraintProcessor, SpatialConstraintAsset constraint, PropSocket socket, out Matrix4x4 OutOffset, out PropSocket[] outMarkersToRemove)
        {
            if (constraintProcessor == null)
            {
                OutOffset          = Matrix4x4.identity;
                outMarkersToRemove = new PropSocket[0];
                return(false);
            }
            var context = new SpatialConstraintProcessorContext();

            context.constraintAsset = constraint;
            context.marker          = socket;
            context.model           = model;
            context.config          = config;
            context.builder         = this;
            context.levelMarkers    = propSockets;
            return(constraintProcessor.ProcessSpatialConstraint(context, out OutOffset, out outMarkersToRemove));
        }
コード例 #8
0
        public static void CreateDefaultSpatialConstraintNodes(SpatialConstraintAsset constraintAsset)
        {
            var position = SCBaseDomainNode.TileSize * 0.5f * Vector2.one;

            CreateSpatialConstraintNode <SCReferenceNode>(constraintAsset, position);
        }