public static ObjectPlacementGuide InstantiateObjectPlacementGuide(Prefab prefab, string name) { GameObject guideObject = Octave3DWorldBuilder.Instantiate(prefab.UnityPrefab) as GameObject; guideObject.name = name; ObjectPlacementGuide objectPlacementGuide = guideObject.AddComponent <ObjectPlacementGuide>(); guideObject.transform.parent = Octave3DWorldBuilder.ActiveInstance.transform; guideObject.SetSelectedHierarchyWireframeHidden(ObjectPlacementSettings.Get().HideWireframeWhenPlacingObjects); return(objectPlacementGuide); }
public static Prefab CreateFromSelectedObjects(Pivot prefabPivot) { // Ensure that all necessary data is in place ObjectSelectionPrefabCreationSettings prefabCreationSettings = ObjectSelectionPrefabCreationSettings.Get(); if (string.IsNullOrEmpty(prefabCreationSettings.PrefabName) || string.IsNullOrEmpty(prefabCreationSettings.DestinationFolder)) { return(null); } if (ObjectSelection.Get().NumberOfSelectedObjects == 0) { return(null); } List <GameObject> allSelectedObjects = ObjectSelection.Get().GetAllSelectedGameObjects(); if (allSelectedObjects.Count == 0) { return(null); } // Check if a prefab with the same name already exists bool shouldPrefabBeCreated = true; GameObject prefabWithSameName = ProjectAssetDatabase.LoadPrefabWithNameInFolder(prefabCreationSettings.PrefabName, prefabCreationSettings.DestinationFolder, false); if (prefabWithSameName != null) { if (EditorUtility.DisplayDialog("Are you sure?", "A prefab with the specified name already exists in the specified folder. Would you like to overwrite it?", "Yes", "No")) { // If the user chose 'Yes', we have to remove the existing prefab from its category PrefabCategory categoryWhichContainsSamePrefab = PrefabCategoryDatabase.Get().GetPrefabCategoryWhichContainsPrefab(prefabWithSameName); if (categoryWhichContainsSamePrefab != null) { categoryWhichContainsSamePrefab.RemoveAndDestroyPrefab(prefabWithSameName); } } else { shouldPrefabBeCreated = false; } } if (!shouldPrefabBeCreated) { return(null); } // Create all the objects which will reside in the prefab hierarchy GameObject prefabRoot = new GameObject(prefabCreationSettings.PrefabName); Box objectCollectionWorldBox = Box.GetInvalid(); var allObjectsInPrefabHierarchy = new List <GameObject>(); foreach (GameObject gameObject in allSelectedObjects) { Transform gameObjectTransform = gameObject.transform; GameObject gameObjectClone = Octave3DWorldBuilder.Instantiate(gameObject, gameObjectTransform.position, gameObjectTransform.rotation) as GameObject; allObjectsInPrefabHierarchy.Add(gameObjectClone); Transform cloneTransform = gameObjectClone.transform; gameObjectClone.name = gameObject.name; cloneTransform.localScale = gameObjectTransform.lossyScale; if (objectCollectionWorldBox.IsValid()) { objectCollectionWorldBox.Encapsulate(gameObjectClone.GetWorldBox()); } else { objectCollectionWorldBox = gameObjectClone.GetWorldBox(); } } // Now calculate the root object's position based on the specified pivot point Transform prefabRootTransform = prefabRoot.transform; if (prefabPivot == Pivot.Center) { prefabRootTransform.position = objectCollectionWorldBox.Center; } else if (prefabPivot == Pivot.BottomCenter) { prefabRootTransform.position = objectCollectionWorldBox.GetBoxFaceCenter(BoxFace.Bottom); } // Now that the root object's position is in place, attach all objects as children of the root foreach (GameObject gameObject in allObjectsInPrefabHierarchy) { gameObject.transform.parent = prefabRootTransform; } // Create the prefab and assign it to the chosen category GameObject createdUnityPrefab = ProjectAssetDatabase.CreatePrefab(prefabRoot, prefabCreationSettings.PrefabName, prefabCreationSettings.DestinationFolder); if (createdUnityPrefab == null) { return(null); } UndoEx.RecordForToolAction(prefabCreationSettings.DestinationCategory); Prefab createdPrefab = PrefabFactory.Create(createdUnityPrefab); prefabCreationSettings.DestinationCategory.AddPrefab(createdPrefab); Octave3DWorldBuilder.DestroyImmediate(prefabRoot); PrefabManagementWindow.Get().RepaintOctave3DWindow(); return(createdPrefab); }