コード例 #1
0
        /// <summary>
        /// Creates a new tile system using properties from the specified preset.
        /// </summary>
        /// <remarks>
        /// <para>This method does not automatically record the new game object with
        /// Unity's undo system. If undo functionality is desired then the callee should
        /// do this.</para>
        /// </remarks>
        /// <param name="preset">Tile system preset.</param>
        /// <returns>
        /// A new game object with an initialized <see cref="TileSystem"/>.
        /// </returns>
        /// <exception cref="System.ArgumentNullException">
        /// If <paramref name="preset"/> is <c>null</c>.
        /// </exception>
        /// <exception cref="System.InvalidOperationException">
        /// <list type="bullet">
        /// <item>If preset defines an invalid name for a tile system.</item>
        /// <item>If preset defines a tile system with less than one cell.</item>
        /// </list>
        /// </exception>
        public static GameObject CreateTileSystemFromPreset(TileSystemPreset preset)
        {
            if (preset == null)
            {
                throw new ArgumentNullException("preset");
            }

            string name = preset.SystemName.Trim();

            if (string.IsNullOrEmpty(name))
            {
                throw new InvalidOperationException("Invalid name for tile system.");
            }
            if (preset.Rows < 1 || preset.Columns < 1)
            {
                throw new InvalidOperationException("Tile system must have at least one cell.");
            }

            // Create empty game object and add tile system component.
            var go         = new GameObject(name);
            var tileSystem = go.AddComponent <TileSystem>();

            tileSystem.CreateSystem(preset.TileWidth, preset.TileHeight, preset.TileDepth, preset.Rows, preset.Columns, preset.ChunkWidth, preset.ChunkHeight);

            TransformTileSystemUsingPreset(preset, go.transform);
            SetTileSystemPropertiesFromPreset(preset, tileSystem);

            // Place at end of the scene palette listing.
            tileSystem.sceneOrder = int.MaxValue;

            ToolUtility.RepaintScenePalette();

            return(go);
        }
        //!TODO: The following should be refactored so that the tile system is passed in
        //       as the context object rather than using a closure.
        private EditorMenu BuildContextMenu(TileSystem system)
        {
            var contextMenu = new EditorMenu();

            contextMenu.AddCommand(TileLang.ParticularText("Action", "Inspect"))
            .Action(() => {
                EditorInternalUtility.FocusInspectorWindow();
            });

            contextMenu.AddSeparator();

            contextMenu.AddCommand(TileLang.ParticularText("Action", "Rename"))
            .Action(() => {
                this.BeginEditingName(system);
            });

            contextMenu.AddCommand(TileLang.ParticularText("Action", "Lock"))
            .Checked(system.Locked)
            .Action(() => {
                Undo.RecordObject(system, system.Locked
                        ? TileLang.ParticularText("Action", "Unlock Tile System")
                        : TileLang.ParticularText("Action", "Lock Tile System"));
                system.Locked = !system.Locked;
                EditorUtility.SetDirty(system);
                ToolUtility.RepaintScenePalette();
            });

            contextMenu.AddSeparator();

            contextMenu.AddCommand(TileLang.OpensWindow(TileLang.ParticularText("Action", "Refresh Tiles")))
            .Enabled(!system.Locked)
            .Action(() => {
                TileSystemCommands.Command_Refresh(system);
            });

            contextMenu.AddCommand(TileLang.OpensWindow(TileLang.ParticularText("Action", "Repair Tiles")))
            .Enabled(!system.Locked)
            .Action(() => {
                TileSystemCommands.Command_Repair(system);
            });

            contextMenu.AddCommand(TileLang.OpensWindow(TileLang.ParticularText("Action", "Clear Tiles")))
            .Enabled(!system.Locked)
            .Action(() => {
                TileSystemCommands.Command_Clear(system);
            });

            //contextMenu.AddSeparator();

            //contextMenu.AddCommand(TileLang.OpensWindow(TileLang.ParticularText("Action", "Refresh Plops")))
            //    .Enabled(!system.Locked)
            //    .Action(() => {
            //        TileSystemCommands.Command_RefreshPlops(system);
            //    });

            //contextMenu.AddCommand(TileLang.OpensWindow(TileLang.ParticularText("Action", "Clear Plops")))
            //    .Enabled(!system.Locked)
            //    .Action(() => {
            //        TileSystemCommands.Command_ClearPlops(system);
            //    });

            contextMenu.AddSeparator();

            contextMenu.AddCommand(TileLang.ParticularText("Action", "Delete"))
            .Enabled(!system.Locked)
            .Action(() => {
                Undo.DestroyObjectImmediate(system.gameObject);
            });

            contextMenu.AddSeparator();

            contextMenu.AddCommand(TileLang.OpensWindow(TileLang.ParticularText("Action", "Build Prefab")))
            .Action(() => {
                TileSystemCommands.Command_BuildPrefab(system);
            });

            return(contextMenu);
        }