コード例 #1
0
        public static GameObject CreateNewPalette(string folderPath, string name, Grid.CellLayout layout, GridPalette.CellSizing cellSizing, Vector3 cellSize, Grid.CellSwizzle swizzle)
        {
            GameObject temporaryGO = new GameObject(name);
            Grid       grid        = temporaryGO.AddComponent <Grid>();

            // We set size to kEpsilon to mark this as new uninitialized palette
            // Nice default size can be decided when first asset is dragged in
            grid.cellSize    = cellSize;
            grid.cellLayout  = layout;
            grid.cellSwizzle = swizzle;
            CreateNewLayer(temporaryGO, "Layer1", layout);

            string path = AssetDatabase.GenerateUniqueAssetPath(folderPath + "/" + name + ".prefab");

            Object      prefab  = PrefabUtility.SaveAsPrefabAssetAndConnect(temporaryGO, path, InteractionMode.AutomatedAction);
            GridPalette palette = GridPalette.CreateInstance <GridPalette>();

            palette.name       = "Palette Settings";
            palette.cellSizing = cellSizing;
            AssetDatabase.AddObjectToAsset(palette, prefab);
            PrefabUtility.ApplyPrefabInstance(temporaryGO);
            AssetDatabase.Refresh();

            GameObject.DestroyImmediate(temporaryGO);
            return(AssetDatabase.LoadAssetAtPath <GameObject>(path));
        }
コード例 #2
0
 private void RefreshPalettesCache()
 {
     if (ScriptableSingleton <GridPalettes> .instance.m_PalettesCache == null)
     {
         ScriptableSingleton <GridPalettes> .instance.m_PalettesCache = new List <GameObject>();
     }
     string[] array  = AssetDatabase.FindAssets("t:GridPalette");
     string[] array2 = array;
     for (int i = 0; i < array2.Length; i++)
     {
         string      guid        = array2[i];
         string      assetPath   = AssetDatabase.GUIDToAssetPath(guid);
         GridPalette gridPalette = AssetDatabase.LoadAssetAtPath(assetPath, typeof(GridPalette)) as GridPalette;
         if (gridPalette != null)
         {
             string     assetPath2 = AssetDatabase.GetAssetPath(gridPalette);
             GameObject gameObject = AssetDatabase.LoadMainAssetAtPath(assetPath2) as GameObject;
             if (gameObject != null)
             {
                 this.m_PalettesCache.Add(gameObject);
             }
         }
     }
     this.m_PalettesCache.Sort((GameObject x, GameObject y) => string.Compare(x.name, y.name, StringComparison.OrdinalIgnoreCase));
 }
コード例 #3
0
        public void ResetPreviewInstance()
        {
            if (m_PreviewUtility == null)
            {
                InitPreviewUtility();
            }

            DestroyPreviewInstance();
            if (palette != null)
            {
                m_PaletteInstance = previewUtility.InstantiatePrefabInScene(palette);

                // Prevent palette from overriding the prefab while it is active, unless user saves the palette
                PrefabUtility.DisconnectPrefabInstance(m_PaletteInstance);

                EditorUtility.InitInstantiatedPreviewRecursive(m_PaletteInstance);
                m_PaletteInstance.transform.position   = new Vector3(0, 0, 0);
                m_PaletteInstance.transform.rotation   = Quaternion.identity;
                m_PaletteInstance.transform.localScale = Vector3.one;

                string      assetPath    = AssetDatabase.GetAssetPath(palette);
                GridPalette paletteAsset = AssetDatabase.LoadAssetAtPath <GridPalette>(assetPath);
                if (paletteAsset != null)
                {
                    if (paletteAsset.cellSizing == GridPalette.CellSizing.Automatic)
                    {
                        Grid grid = m_PaletteInstance.GetComponent <Grid>();
                        if (grid != null)
                        {
                            grid.cellSize = GridPaletteUtility.CalculateAutoCellSize(grid, grid.cellSize);
                        }
                        else
                        {
                            Debug.LogWarning("Grid component not found from: " + assetPath);
                        }
                    }
                }
                else
                {
                    Debug.LogWarning("GridPalette subasset not found from: " + assetPath);
                }

                foreach (var renderer in m_PaletteInstance.GetComponentsInChildren <Renderer>())
                {
                    renderer.gameObject.layer          = Camera.PreviewCullingLayer;
                    renderer.allowOcclusionWhenDynamic = false;
                }

                foreach (var transform in m_PaletteInstance.GetComponentsInChildren <Transform>())
                {
                    transform.gameObject.hideFlags = HideFlags.HideAndDontSave;
                }

                PreviewRenderUtility.SetEnabledRecursive(m_PaletteInstance, false);

                clipboardView.ResetPreviewMesh();
            }
        }
コード例 #4
0
 public void ResetPreviewInstance()
 {
     if (this.m_PreviewUtility == null)
     {
         this.InitPreviewUtility();
     }
     this.DestroyPreviewInstance();
     if (this.palette != null)
     {
         this.m_PaletteInstance = this.previewUtility.InstantiatePrefabInScene(this.palette);
         PrefabUtility.DisconnectPrefabInstance(this.m_PaletteInstance);
         EditorUtility.InitInstantiatedPreviewRecursive(this.m_PaletteInstance);
         this.m_PaletteInstance.transform.position   = new Vector3(0f, 0f, 0f);
         this.m_PaletteInstance.transform.rotation   = Quaternion.identity;
         this.m_PaletteInstance.transform.localScale = Vector3.one;
         string      assetPath   = AssetDatabase.GetAssetPath(this.palette);
         GridPalette gridPalette = AssetDatabase.LoadAssetAtPath <GridPalette>(assetPath);
         if (gridPalette != null)
         {
             if (gridPalette.cellSizing == GridPalette.CellSizing.Automatic)
             {
                 Grid component = this.m_PaletteInstance.GetComponent <Grid>();
                 if (component != null)
                 {
                     component.cellSize = GridPaletteUtility.CalculateAutoCellSize(component, component.cellSize);
                 }
                 else
                 {
                     Debug.LogWarning("Grid component not found from: " + assetPath);
                 }
             }
         }
         else
         {
             Debug.LogWarning("GridPalette subasset not found from: " + assetPath);
         }
         Renderer[] componentsInChildren = this.m_PaletteInstance.GetComponentsInChildren <Renderer>();
         for (int i = 0; i < componentsInChildren.Length; i++)
         {
             Renderer renderer = componentsInChildren[i];
             renderer.gameObject.layer          = Camera.PreviewCullingLayer;
             renderer.allowOcclusionWhenDynamic = false;
         }
         Transform[] componentsInChildren2 = this.m_PaletteInstance.GetComponentsInChildren <Transform>();
         for (int j = 0; j < componentsInChildren2.Length; j++)
         {
             Transform transform = componentsInChildren2[j];
             transform.gameObject.hideFlags = HideFlags.HideAndDontSave;
         }
         PreviewRenderUtility.SetEnabledRecursive(this.m_PaletteInstance, false);
         this.clipboardView.ResetPreviewMesh();
     }
 }
コード例 #5
0
        public static GameObject CreateNewPalette(string folderPath, string name, GridLayout.CellLayout layout, GridPalette.CellSizing cellSizing, Vector3 cellSize)
        {
            GameObject gameObject = new GameObject(name);
            Grid       grid       = gameObject.AddComponent <Grid>();

            grid.cellSize   = cellSize;
            grid.cellLayout = layout;
            GridPaletteUtility.CreateNewLayer(gameObject, "Layer1", layout);
            string text = AssetDatabase.GenerateUniqueAssetPath(folderPath + "/" + name + ".prefab");

            UnityEngine.Object @object     = PrefabUtility.CreateEmptyPrefab(text);
            GridPalette        gridPalette = ScriptableObject.CreateInstance <GridPalette>();

            gridPalette.name       = "Palette Settings";
            gridPalette.cellSizing = cellSizing;
            AssetDatabase.AddObjectToAsset(gridPalette, @object);
            PrefabUtility.ReplacePrefab(gameObject, @object, ReplacePrefabOptions.Default);
            AssetDatabase.Refresh();
            UnityEngine.Object.DestroyImmediate(gameObject);
            return(AssetDatabase.LoadAssetAtPath <GameObject>(text));
        }
コード例 #6
0
        private void RefreshPalettesCache()
        {
            if (instance.m_PalettesCache == null)
            {
                instance.m_PalettesCache = new List <GameObject>();
            }

            string[] guids = AssetDatabase.FindAssets("t:GridPalette");
            foreach (string guid in guids)
            {
                string      path         = AssetDatabase.GUIDToAssetPath(guid);
                GridPalette paletteAsset = AssetDatabase.LoadAssetAtPath(path, typeof(GridPalette)) as GridPalette;
                if (paletteAsset != null)
                {
                    string     assetPath = AssetDatabase.GetAssetPath(paletteAsset);
                    GameObject palette   = AssetDatabase.LoadMainAssetAtPath(assetPath) as GameObject;
                    if (palette != null)
                    {
                        m_PalettesCache.Add(palette);
                    }
                }
            }
            m_PalettesCache.Sort((x, y) => String.Compare(x.name, y.name, StringComparison.OrdinalIgnoreCase));
        }