public static void CreateTrigger() { GameObject trigger = CreateSceneObject.Create("Trigger"); SphereCollider collider = trigger.AddComponent <SphereCollider>(); collider.isTrigger = true; trigger.AddComponent <Trigger>(); }
public static void CreateHotspot() { GameObject trigger = CreateSceneObject.Create("Hotspot"); SphereCollider collider = trigger.AddComponent <SphereCollider>(); collider.isTrigger = true; trigger.AddComponent <Hotspot>(); }
public static void CreateGameProfileUI() { GameObject text = CreateSceneObject.Create("Profile"); text.AddComponent <GameProfileUI>(); text.transform.localRotation = Quaternion.identity; text.transform.localScale = Vector3.one; }
private T CreateSubObject <T>() where T : MonoBehaviour { if (PrefabUtility.IsPartOfPrefabAsset(this.trigger.gameObject)) { return(CreatePrefabObject.AddGameObjectToPrefab <T>( this.trigger.gameObject, typeof(T).Name )); } GameObject asset = CreateSceneObject.Create(typeof(T).Name, false); return(asset.AddComponent <T>()); }
// PUBLIC METHODS: ------------------------------------------------------------------------ public static GameObject Create(string name, bool autoSelect = true) { if (GameObject.Find(name) != null) { int index = 1; string uniqueName = ""; do { uniqueName = string.Format(NAME_FMT, name, index); ++index; } while (GameObject.Find(uniqueName) != null); name = uniqueName; } GameObject newGameObject = new GameObject(name); return(CreateSceneObject.Create(newGameObject, autoSelect)); }
private void CreateTriggerOption(ReorderableList list, string itemType) { int itemIndex = list.count; list.serializedProperty.InsertArrayElementAtIndex(itemIndex); SerializedProperty spNewItem = list.serializedProperty.GetArrayElementAtIndex(itemIndex); list.index = itemIndex; GameObject asset = CreateSceneObject.Create(itemType, false); if (itemType == "Event") { spNewItem.objectReferenceValue = asset.AddComponent <Event>(); } else if (itemType == "Actions") { spNewItem.objectReferenceValue = asset.AddComponent <Actions>(); } }
public static void CreateEvent() { GameObject eventAsset = CreateSceneObject.Create("Event"); eventAsset.AddComponent <Event>(); }
public static void CreateAction() { GameObject actions = CreateSceneObject.Create("Actions"); actions.AddComponent <Actions>(); }
public static void CreateConditions() { GameObject conditionsAsset = CreateSceneObject.Create("Conditions"); conditionsAsset.AddComponent <Conditions>(); }