コード例 #1
0
ファイル: FacadeEditor.cs プロジェクト: ishui/unity3DScripts
        private static Rect WallSectionItem(Facade facade, int x, int inverseY, bool isGround = false)
        {
            WallSection wallSection = !isGround?facade.GetBaseWallSection(x, inverseY) : facade.GetGroundWallSection(x);

            string wallSectionName = wallSection != null ? wallSection.name : "";

            Undo.RecordObject(facade, "Add wall section to facade");
            GUIContent texture;

            if (wallSection != null)
            {
                texture = new GUIContent(wallSection.previewTexture);
            }
            else
            {
                texture = new GUIContent(wallSectionName);
            }
            EditorGUILayout.BeginHorizontal("box", GUILayout.Width(SECTION_PREVIEW_SIZE), GUILayout.Height(SECTION_PREVIEW_SIZE));
            EditorGUILayout.LabelField(texture, GUILayout.Width(SECTION_PREVIEW_SIZE), GUILayout.Height(SECTION_PREVIEW_SIZE));
            EditorGUILayout.EndHorizontal();
            Rect sectionRect = GUILayoutUtility.GetLastRect();
//            facadeRects[x].Add(sectionRect);
            WallSection newSection = EditorGUI.ObjectField(sectionRect, wallSection, typeof(WallSection), false) as WallSection;

            if (newSection != wallSection)
            {
                if (!isGround)
                {
                    facade.SetBaseWallSection(x, inverseY, newSection);
                }
                else
                {
                    facade.SetGroundWallSection(x, newSection);
                }
            }
            EditorGUI.DrawPreviewTexture(sectionRect, EditorGUIUtility.whiteTexture);
            EditorGUI.LabelField(sectionRect, texture);
            EditorGUI.DropShadowLabel(sectionRect, wallSectionName, BuildingEditor.FacadeLabel);

            return(sectionRect);
        }
コード例 #2
0
ファイル: FacadeEditor.cs プロジェクト: ishui/unity3DScripts
        private static void BasePatternEditor(Facade facade)
        {
            EventType eventType = Event.current.type;
//            if (eventType == EventType.DragUpdated)
//                Debug.Log("DragUpdated");
//            if (eventType == EventType.DragPerform)
//                Debug.Log("DragPerform");


            List <List <Rect> > facadeRects = new List <List <Rect> >();

            float calWidth  = Mathf.Min((SECTION_PREVIEW_SIZE + 20) * facade.baseWidth, BuildingEditor.MAIN_GUI_WIDTH - SECTION_PREVIEW_SIZE);
            float calHeight = (SECTION_PREVIEW_SIZE + 30) * facade.baseHeight;

            SCROLL_POS = EditorGUILayout.BeginScrollView(SCROLL_POS, GUILayout.Width(calWidth), GUILayout.Height(calHeight));
            EditorGUILayout.BeginHorizontal(GUILayout.Width(calWidth));
            for (int x = 0; x < facade.baseWidth; x++)
            {
                facadeRects.Add(new List <Rect>());
                EditorGUILayout.BeginVertical(GUILayout.Width(SECTION_PREVIEW_SIZE));
                for (int y = 0; y < facade.baseHeight; y++)
                {
                    int  inverseY = facade.baseHeight - y - 1;
                    Rect itemrect = WallSectionItem(facade, x, inverseY);
                    facadeRects[x].Add(itemrect);
                }
                EditorGUILayout.EndVertical();
            }
            EditorGUILayout.EndHorizontal();
            EditorGUILayout.EndScrollView();

            WallSection output = null;

//            EventType eventType = Event.current.type;

            if (eventType == EventType.DragUpdated || eventType == EventType.DragPerform)
            {
                DragAndDrop.visualMode = DragAndDropVisualMode.Rejected;
                Object[] objArray = DragAndDrop.objectReferences;
                if (objArray != null)
                {
                    if (objArray[0].GetType() == typeof(WallSection))
                    {
                        DragAndDrop.visualMode = DragAndDropVisualMode.Link;
                        if (eventType == EventType.DragPerform)
                        {
                            output = (WallSection)objArray[0];
                            DragAndDrop.AcceptDrag();

                            Vector2 mousePos = Event.current.mousePosition;

                            for (int x = 0; x < facade.baseWidth; x++)
                            {
                                for (int y = 0; y < facade.baseHeight; y++)
                                {
                                    if (facadeRects[x][y].Contains(mousePos))
                                    {
                                        int         inverseY    = facade.baseHeight - y - 1;
                                        WallSection wallSection = facade.GetBaseWallSection(x, inverseY);
                                        if (output != wallSection)
                                        {
                                            Undo.RecordObject(facade, "Add wall section to facade");
                                            facade.SetBaseWallSection(x, inverseY, output);
                                        }
                                    }
                                }
                            }
                        }
                    }
                }
            }
        }