コード例 #1
0
        private void RenderActiveGroupSelectionPopup()
        {
            int newInt = EditorGUILayoutEx.Popup(GetContentForActiveGroupSelectionPopup(), _database.IndexOfActiveGroup, _database.GetAllObjectGroupNames());

            if (newInt != _database.IndexOfActiveGroup)
            {
                UndoEx.RecordForToolAction(_database);
                _database.SetActiveObjectGroup(_database.GetObjectGroupByIndex(newInt));
            }
        }
コード例 #2
0
        private void RenderObjectGroupSelectionPopup()
        {
            ObjectGroupDatabase objectGroupDatabase = Octave3DWorldBuilder.ActiveInstance.PlacementObjectGroupDatabase;

            if (objectGroupDatabase.NumberOfGroups == 0)
            {
                EditorGUILayoutEx.InformativeLabel("No object groups are currently available.");
                return;
            }

            PrefabCategoryDatabase prefabCategoryDatabase = PrefabCategoryDatabase.Get();
            PrefabCategory         activeCategory         = prefabCategoryDatabase.ActivePrefabCategory;

            List <ObjectGroup> allObjectGroups = objectGroupDatabase.GetAllObjectGroups();

            if (activeCategory.ObjectGroup == null)
            {
                activeCategory.SetObjectGroup(allObjectGroups[0]);
            }

            int currentGroupIndex = allObjectGroups.FindIndex(0, item => item == activeCategory.ObjectGroup);

            if (currentGroupIndex < 0)
            {
                return;
            }

            int newGroupIndex = EditorGUILayoutEx.Popup(GetContentForObjectGroupSelectionPopup(), currentGroupIndex, objectGroupDatabase.GetAllObjectGroupNames());

            if (newGroupIndex != currentGroupIndex)
            {
                UndoEx.RecordForToolAction(activeCategory);
                activeCategory.SetObjectGroup(allObjectGroups[newGroupIndex]);
            }
        }
コード例 #3
0
        protected override void RenderContent()
        {
            float newFloat; bool newBool; string newString;

            EditorGUILayout.LabelField("Object groups", EditorStyles.boldLabel);
            var content = new GUIContent();

            content.text    = "Attach to object group";
            content.tooltip = "If this is checked, any objects which are created via selection operations will be attached to a group of your choosing.";
            newBool         = EditorGUILayout.ToggleLeft(content, _settings.ObjectGroupSettings.AttachToObjectGroup);
            if (newBool != _settings.ObjectGroupSettings.AttachToObjectGroup)
            {
                UndoEx.RecordForToolAction(_settings);
                _settings.ObjectGroupSettings.AttachToObjectGroup = newBool;
            }

            ObjectGroupDatabase objectGroupDatabase = Octave3DWorldBuilder.ActiveInstance.PlacementObjectGroupDatabase;

            if (objectGroupDatabase.NumberOfGroups == 0)
            {
                EditorGUILayout.HelpBox("No object groups are currently available.", UnityEditor.MessageType.None);
            }
            else
            {
                if (_settings.ObjectGroupSettings.DestinationGroup == null)
                {
                    _settings.ObjectGroupSettings.DestinationGroup = objectGroupDatabase.GetAllObjectGroups()[0];
                }

                content.text    = "Object group";
                content.tooltip = "If \'Attach to object group\' is checked, any objects which are created via selection operations will be attached to this group.";
                newString       = EditorGUILayoutEx.Popup(content, _settings.ObjectGroupSettings.DestinationGroup.Name, objectGroupDatabase.GetAllObjectGroupNames());
                if (newString != _settings.ObjectGroupSettings.DestinationGroup.Name)
                {
                    UndoEx.RecordForToolAction(_settings);
                    _settings.ObjectGroupSettings.DestinationGroup = objectGroupDatabase.GetObjectGroupByName(newString);
                }
            }

            EditorGUILayout.Separator();
            EditorGUILayout.LabelField("Rotation", EditorStyles.boldLabel);
            content.text    = "X rotation step";
            content.tooltip = "Allows you to specify how much rotation is applied to the selected objects when the X rotation key is pressed.";
            newFloat        = EditorGUILayout.FloatField(content, _settings.XRotationStep);
            if (newFloat != _settings.XRotationStep)
            {
                UndoEx.RecordForToolAction(_settings);
                _settings.XRotationStep = newFloat;
            }

            content.text    = "Y rotation step";
            content.tooltip = "Allows you to specify how much rotation is applied to the selected objects when the Y rotation key is pressed.";
            newFloat        = EditorGUILayout.FloatField(content, _settings.YRotationStep);
            if (newFloat != _settings.YRotationStep)
            {
                UndoEx.RecordForToolAction(_settings);
                _settings.YRotationStep = newFloat;
            }

            content.text    = "Z rotation step";
            content.tooltip = "Allows you to specify how much rotation is applied to the selected objects when the Z rotation key is pressed.";
            newFloat        = EditorGUILayout.FloatField(content, _settings.ZRotationStep);
            if (newFloat != _settings.ZRotationStep)
            {
                UndoEx.RecordForToolAction(_settings);
                _settings.ZRotationStep = newFloat;
            }

            content.text    = "Rotate around selection center";
            content.tooltip = "If this is checked, the rotation will happen around the selection's world center. Otherwise, each object will be rotated around its own center.";
            newBool         = EditorGUILayout.ToggleLeft(content, _settings.RotateAroundSelectionCenter);
            if (newBool != _settings.RotateAroundSelectionCenter)
            {
                UndoEx.RecordForToolAction(_settings);
                _settings.RotateAroundSelectionCenter = newBool;
            }

            EditorGUILayout.Separator();
            EditorGUILayout.LabelField("Object 2 object snap", EditorStyles.boldLabel);
            content.text    = "Snap epsilon";
            content.tooltip = "The selected objects will always snap to nearby objects which are \'epsilon\' units away from the selected objects.";
            newFloat        = EditorGUILayout.FloatField(content, _settings.Object2ObjectSnapSettings.SnapEps);
            if (newFloat != _settings.Object2ObjectSnapSettings.SnapEps)
            {
                UndoEx.RecordForToolAction(_settings);
                _settings.Object2ObjectSnapSettings.SnapEps = newFloat;
            }

            content.text    = "Can hover objects";
            content.tooltip = "If this is checked, you will be able to hover other objects during a snap session. Otherwise, you will only be able to hover the grid surface.";
            newBool         = EditorGUILayout.ToggleLeft(content, _settings.Object2ObjectSnapSettings.CanHoverObjects);
            if (newBool != _settings.Object2ObjectSnapSettings.CanHoverObjects)
            {
                UndoEx.RecordForToolAction(_settings);
                _settings.Object2ObjectSnapSettings.CanHoverObjects = newBool;
            }

            EditorGUILayout.Separator();
            EditorGUILayout.LabelField("Misc", EditorStyles.boldLabel);
            RenderAllowPartialOverlapToggle();
            RenderSelectionShapeTypeSelectionPopup();
            RenderSelectionUpdateModeSelectionPopup();
            RenderSelectionModeSelectionPopup();

            if (_settings.SelectionMode == ObjectSelectionMode.Paint)
            {
                _settings.PaintModeSettings.View.Render();
            }
        }