예제 #1
0
    static void Connect2SelectionRoot()
    {
        GameObject rootObj = Selection.activeGameObject;

        GameObject[] childrenTrans = ISEditorTools.GetChildren(rootObj);

        Debug.Log(rootObj);
        Debug.Log(childrenTrans.Length);

        Rigidbody rootRigid = rootObj.GetComponent <Rigidbody> ();

        if (!rootRigid)
        {
            rootRigid = rootObj.AddComponent <Rigidbody> ();
        }

        for (int i = 0; i < childrenTrans.Length; i++)
        {
            //if (childrenTrans [i].gameObject == rootObj) continue;

            FixedJoint joint = childrenTrans [i].GetComponent <FixedJoint> ();
            joint = rootObj.gameObject.AddComponent <FixedJoint> ();

            joint.connectedBody = childrenTrans [i].GetComponent <Rigidbody> ();

            /*
             * if (i == 0) {
             *      joint.connectedBody = rootRigid;
             * } else {
             *      joint.connectedBody = childrenTrans[i-1].GetComponent<Rigidbody>();
             * }
             */
        }

        int select = EditorUtility.DisplayDialogComplex("Successfully Connected", "Do you want to select all joints added to do additional settings ?", "Sure !", "Nope, keep my current selection", "Go away !");

        if (select == 0)
        {
            Selection.activeGameObject = null;
            GameObject[] objs = new GameObject[childrenTrans.Length];
            for (int i = 0; i < childrenTrans.Length; i++)
            {
                if (objs [i] != rootObj)
                {
                    objs [i] = childrenTrans [i].gameObject;
                }
            }
            Selection.objects = objs;
        }
        else if (select == 2)
        {
            Debug.LogError("Sad,,,");
        }
    }
예제 #2
0
    static void SetFixedJointBreakForce()
    {
        GameObject rootObj = Selection.activeGameObject;

        GameObject[] childrenTrans = ISEditorTools.GetChildren(rootObj);

        ISEditorInputDialog.Display("Break Force", "OK", (string v) => {
            float force = float.Parse(v);
            for (int i = 0; i < childrenTrans.Length; i++)
            {
                FixedJoint[] joints = childrenTrans[i].gameObject.GetComponents <FixedJoint>();
                foreach (FixedJoint joint in joints)
                {
                    joint.breakForce  = force;
                    joint.breakTorque = force;
                }
            }
        });
    }