public static void CreateTrigger() { GameObject trigger = CreateSceneObject.Create("Trigger"); SphereCollider collider = trigger.AddComponent <SphereCollider>(); collider.isTrigger = true; trigger.AddComponent <Trigger>(); }
public static void CreateGameProfileUI() { GameObject text = CreateSceneObject.Create("Profile"); text.AddComponent <GameProfileUI>(); text.transform.localRotation = Quaternion.identity; text.transform.localScale = Vector3.one; }
private T CreateSubObject <T>() where T : MonoBehaviour { if (PrefabUtility.IsPartOfPrefabAsset(this.trigger.gameObject)) { return(CreatePrefabObject.AddGameObjectToPrefab <T>( this.trigger.gameObject, typeof(T).Name )); } GameObject asset = CreateSceneObject.Create(typeof(T).Name, false); return(asset.AddComponent <T>()); }
public static void CreateSliderVariable() { GameObject canvas = CreateSceneObject.GetCanvasGameObject(); GameObject sliderGO = DefaultControls.CreateSlider(CreateSceneObject.GetStandardResources()); sliderGO.transform.SetParent(canvas.transform, false); Slider slider = sliderGO.GetComponent <Slider>(); Graphic targetGraphic = slider.targetGraphic; RectTransform rectFill = slider.fillRect; RectTransform rectHandle = slider.handleRect; DestroyImmediate(slider); slider = sliderGO.AddComponent <SliderVectorVariable>(); slider.targetGraphic = targetGraphic; slider.fillRect = rectFill; slider.handleRect = rectHandle; Selection.activeGameObject = sliderGO; }
private void CreateTriggerOption(ReorderableList list, string itemType) { int itemIndex = list.count; list.serializedProperty.InsertArrayElementAtIndex(itemIndex); SerializedProperty spNewItem = list.serializedProperty.GetArrayElementAtIndex(itemIndex); list.index = itemIndex; GameObject asset = CreateSceneObject.Create(itemType, false); if (itemType == "Event") { spNewItem.objectReferenceValue = asset.AddComponent <Event>(); } else if (itemType == "Actions") { spNewItem.objectReferenceValue = asset.AddComponent <Actions>(); } }
public static void CreateConditions() { GameObject conditionsAsset = CreateSceneObject.Create("Conditions"); conditionsAsset.AddComponent <Conditions>(); }