예제 #1
0
    public void ScrollsProcess(float delta)
    {
        var before = g_side;

        if (delta > 0)
        {
            switch (g_side)
            {
            case Gridside.xy: g_side = Gridside.zy; break;

            case Gridside.xz: ClosestAxis(false); break;

            case Gridside.zy: g_side = Gridside.xy; break;
            }
        }
        else if (delta < 0)
        {
            g_side = Gridside.xz;
        }

        if (before != g_side && MeshMGMT.target != null)
        {
            MeshMGMT.MeshTool.OnGridChange();
        }
    }
예제 #2
0
        private void ScrollsProcess(float delta)
        {
            var before = gSide;

            if (delta > 0)
            {
                switch (gSide)
                {
                case Gridside.xy:
                    gSide = Gridside.zy;
                    break;

                case Gridside.xz:
                    ClosestAxis(false);
                    break;

                case Gridside.zy:
                    gSide = Gridside.xy;
                    break;
                }
            }
            else if (delta < 0)
            {
                gSide = Gridside.xz;
            }

            if (before != gSide && MeshEditorManager.target)
            {
                MeshEditorManager.MeshTool.OnGridChange();
            }
        }
예제 #3
0
        private void ClosestAxis(bool horToo)
        {
            var ang = CurrentViewTransform().rotation.x;

            if (!horToo || (ang < 35 || ang > 300))
            {
                var x = AngleClamp(XGrid);
                var z = AngleClamp(ZGrid);

                gSide = x <= z ? Gridside.zy : Gridside.xy;
            }
            else
            {
                gSide = Gridside.xz;
            }
        }
예제 #4
0
    public void ClosestAxis(bool horToo)
    {
        float ang = gameObject.TryGetCameraTransform().rotation.x;

        if ((!horToo) || (ang < 35 || ang > 300))
        {
            float x = AngleClamp(xgrid);
            float z = AngleClamp(zgrid);

            if (x <= z)
            {
                g_side = Gridside.zy;
            }
            else
            {
                g_side = Gridside.xy;
            }
        }
        else
        {
            g_side = Gridside.xz;
        }
    }