CleanUp() 개인적인 정적인 메소드

private static CleanUp ( bool deleteTempSceneObject ) : void
deleteTempSceneObject bool
리턴 void
예제 #1
0
        public static void OnSceneDrag(SceneView sceneView)
        {
            Event current = Event.current;

            if (current.type != EventType.DragUpdated && current.type != EventType.DragPerform && current.type != EventType.DragExited)
            {
                return;
            }
            if (!sceneView.in2DMode)
            {
                GameObject gameObject = HandleUtility.PickGameObject(Event.current.mousePosition, true);
                if (gameObject != null && DragAndDrop.objectReferences.Length == 1 && DragAndDrop.objectReferences[0] as Texture != null && gameObject.GetComponent <Renderer>() != null)
                {
                    SpriteUtility.CleanUp(true);
                    return;
                }
            }
            EventType type = current.type;

            if (type != EventType.DragUpdated)
            {
                if (type != EventType.DragPerform)
                {
                    if (type == EventType.DragExited)
                    {
                        if (SpriteUtility.s_SceneDragObjects != null && SpriteUtility.s_SceneDragObjects != null)
                        {
                            SpriteUtility.CleanUp(true);
                            current.Use();
                        }
                    }
                }
                else
                {
                    Sprite[] spriteFromDraggedPathsOrObjects = SpriteUtility.GetSpriteFromDraggedPathsOrObjects();
                    if (spriteFromDraggedPathsOrObjects != null && SpriteUtility.s_SceneDragObjects != null)
                    {
                        if (SpriteUtility.s_DragType == SpriteUtility.DragType.SpriteAnimation)
                        {
                            SpriteUtility.AddAnimationToGO((GameObject)SpriteUtility.s_SceneDragObjects[0], spriteFromDraggedPathsOrObjects);
                        }
                        using (List <UnityEngine.Object> .Enumerator enumerator = SpriteUtility.s_SceneDragObjects.GetEnumerator())
                        {
                            while (enumerator.MoveNext())
                            {
                                GameObject gameObject2 = (GameObject)enumerator.Current;
                                Undo.RegisterCreatedObjectUndo(gameObject2, "Create Sprite");
                                gameObject2.hideFlags = HideFlags.None;
                            }
                        }
                        Selection.objects = SpriteUtility.s_SceneDragObjects.ToArray();
                        SpriteUtility.CleanUp(false);
                        current.Use();
                    }
                }
            }
            else
            {
                SpriteUtility.DragType dragType = (!current.alt) ? SpriteUtility.DragType.SpriteAnimation : SpriteUtility.DragType.CreateMultiple;
                if (SpriteUtility.s_DragType != dragType || SpriteUtility.s_SceneDragObjects == null)
                {
                    Sprite[] spriteFromDraggedPathsOrObjects2 = SpriteUtility.GetSpriteFromDraggedPathsOrObjects();
                    if (spriteFromDraggedPathsOrObjects2 == null || spriteFromDraggedPathsOrObjects2.Length == 0)
                    {
                        return;
                    }
                    Sprite x = spriteFromDraggedPathsOrObjects2[0];
                    if (x == null)
                    {
                        return;
                    }
                    if (SpriteUtility.s_DragType != SpriteUtility.DragType.NotInitialized)
                    {
                        SpriteUtility.CleanUp(true);
                    }
                    SpriteUtility.s_DragType         = dragType;
                    SpriteUtility.s_SceneDragObjects = new List <UnityEngine.Object>();
                    if (SpriteUtility.s_DragType == SpriteUtility.DragType.CreateMultiple)
                    {
                        Sprite[] array = spriteFromDraggedPathsOrObjects2;
                        for (int i = 0; i < array.Length; i++)
                        {
                            Sprite frame = array[i];
                            SpriteUtility.s_SceneDragObjects.Add(SpriteUtility.CreateDragGO(frame, Vector3.zero));
                        }
                    }
                    else
                    {
                        SpriteUtility.s_SceneDragObjects.Add(SpriteUtility.CreateDragGO(spriteFromDraggedPathsOrObjects2[0], Vector3.zero));
                    }
                    List <Transform> list = new List <Transform>();
                    using (List <UnityEngine.Object> .Enumerator enumerator2 = SpriteUtility.s_SceneDragObjects.GetEnumerator())
                    {
                        while (enumerator2.MoveNext())
                        {
                            GameObject gameObject3 = (GameObject)enumerator2.Current;
                            list.AddRange(gameObject3.GetComponentsInChildren <Transform>());
                            gameObject3.hideFlags = HideFlags.HideInHierarchy;
                        }
                    }
                    HandleUtility.ignoreRaySnapObjects = list.ToArray();
                }
                Vector3 position = Vector3.zero;
                position = HandleUtility.GUIPointToWorldRay(current.mousePosition).GetPoint(10f);
                if (sceneView.in2DMode)
                {
                    position.z = 0f;
                }
                else
                {
                    DragAndDrop.visualMode = DragAndDropVisualMode.Copy;
                    object obj = HandleUtility.RaySnap(HandleUtility.GUIPointToWorldRay(current.mousePosition));
                    if (obj != null)
                    {
                        position = ((RaycastHit)obj).point;
                    }
                }
                using (List <UnityEngine.Object> .Enumerator enumerator3 = SpriteUtility.s_SceneDragObjects.GetEnumerator())
                {
                    while (enumerator3.MoveNext())
                    {
                        GameObject gameObject4 = (GameObject)enumerator3.Current;
                        gameObject4.transform.position = position;
                    }
                }
                DragAndDrop.visualMode = DragAndDropVisualMode.Copy;
                current.Use();
            }
        }
예제 #2
0
 public static void HandleSpriteSceneDrag(SceneView sceneView, IEvent evt, UnityEngine.Object[] objectReferences, string[] paths, SpriteUtility.ShowFileDialogDelegate saveFileDialog)
 {
     if (evt.type == EventType.DragUpdated || evt.type == EventType.DragPerform || evt.type == EventType.DragExited)
     {
         if (!objectReferences.Any((UnityEngine.Object obj) => obj == null))
         {
             if (objectReferences.Length == 1 && objectReferences[0] as UnityEngine.Texture2D != null)
             {
                 GameObject gameObject = HandleUtility.PickGameObject(evt.mousePosition, true);
                 if (gameObject != null)
                 {
                     Renderer component = gameObject.GetComponent <Renderer>();
                     if (component != null && !(component is SpriteRenderer))
                     {
                         SpriteUtility.CleanUp(true);
                         return;
                     }
                 }
             }
             EventType type = evt.type;
             if (type != EventType.DragUpdated)
             {
                 if (type != EventType.DragPerform)
                 {
                     if (type == EventType.DragExited)
                     {
                         if (SpriteUtility.s_SceneDragObjects != null)
                         {
                             SpriteUtility.CleanUp(true);
                             evt.Use();
                         }
                     }
                 }
                 else
                 {
                     List <Sprite> spriteFromPathsOrObjects = SpriteUtility.GetSpriteFromPathsOrObjects(objectReferences, paths, evt.type);
                     if (spriteFromPathsOrObjects.Count > 0 && SpriteUtility.s_SceneDragObjects != null)
                     {
                         int currentGroup = Undo.GetCurrentGroup();
                         if (SpriteUtility.s_SceneDragObjects.Count == 0)
                         {
                             SpriteUtility.CreateSceneDragObjects(spriteFromPathsOrObjects);
                             SpriteUtility.PositionSceneDragObjects(SpriteUtility.s_SceneDragObjects, sceneView, evt.mousePosition);
                         }
                         using (List <UnityEngine.Object> .Enumerator enumerator = SpriteUtility.s_SceneDragObjects.GetEnumerator())
                         {
                             while (enumerator.MoveNext())
                             {
                                 GameObject gameObject2 = (GameObject)enumerator.Current;
                                 gameObject2.hideFlags = HideFlags.None;
                                 Undo.RegisterCreatedObjectUndo(gameObject2, "Create Sprite");
                                 EditorUtility.SetDirty(gameObject2);
                             }
                         }
                         bool flag = true;
                         if (SpriteUtility.s_DragType == SpriteUtility.DragType.SpriteAnimation && spriteFromPathsOrObjects.Count > 1)
                         {
                             UsabilityAnalytics.Event("Sprite Drag and Drop", "Drop multiple sprites to scene", "null", 1);
                             flag = SpriteUtility.AddAnimationToGO((GameObject)SpriteUtility.s_SceneDragObjects[0], spriteFromPathsOrObjects.ToArray(), saveFileDialog);
                         }
                         else
                         {
                             UsabilityAnalytics.Event("Sprite Drag and Drop", "Drop single sprite to scene", "null", 1);
                         }
                         if (flag)
                         {
                             Selection.objects = SpriteUtility.s_SceneDragObjects.ToArray();
                         }
                         else
                         {
                             Undo.RevertAllDownToGroup(currentGroup);
                         }
                         SpriteUtility.CleanUp(!flag);
                         evt.Use();
                     }
                 }
             }
             else
             {
                 SpriteUtility.DragType dragType = (!evt.alt) ? SpriteUtility.DragType.SpriteAnimation : SpriteUtility.DragType.CreateMultiple;
                 if (SpriteUtility.s_DragType != dragType || SpriteUtility.s_SceneDragObjects == null)
                 {
                     if (!SpriteUtility.ExistingAssets(objectReferences) && SpriteUtility.PathsAreValidTextures(paths))
                     {
                         DragAndDrop.visualMode           = DragAndDropVisualMode.Copy;
                         SpriteUtility.s_SceneDragObjects = new List <UnityEngine.Object>();
                         SpriteUtility.s_DragType         = dragType;
                     }
                     else
                     {
                         List <Sprite> spriteFromPathsOrObjects2 = SpriteUtility.GetSpriteFromPathsOrObjects(objectReferences, paths, evt.type);
                         if (spriteFromPathsOrObjects2.Count == 0)
                         {
                             return;
                         }
                         if (SpriteUtility.s_DragType != SpriteUtility.DragType.NotInitialized)
                         {
                             SpriteUtility.CleanUp(true);
                         }
                         SpriteUtility.s_DragType = dragType;
                         SpriteUtility.CreateSceneDragObjects(spriteFromPathsOrObjects2);
                         SpriteUtility.IgnoreForRaycasts(SpriteUtility.s_SceneDragObjects);
                     }
                 }
                 SpriteUtility.PositionSceneDragObjects(SpriteUtility.s_SceneDragObjects, sceneView, evt.mousePosition);
                 DragAndDrop.visualMode = DragAndDropVisualMode.Copy;
                 evt.Use();
             }
         }
     }
 }
예제 #3
0
        public static void OnSceneDrag(SceneView sceneView)
        {
            Event current1 = Event.current;

            if (current1.type != EventType.DragUpdated && current1.type != EventType.DragPerform && current1.type != EventType.DragExited)
            {
                return;
            }
            if (!sceneView.in2DMode)
            {
                GameObject gameObject = HandleUtility.PickGameObject(Event.current.mousePosition, true);
                if ((UnityEngine.Object)gameObject != (UnityEngine.Object)null && DragAndDrop.objectReferences.Length == 1 && ((UnityEngine.Object)(DragAndDrop.objectReferences[0] as Texture) != (UnityEngine.Object)null && (UnityEngine.Object)gameObject.GetComponent <Renderer>() != (UnityEngine.Object)null))
                {
                    return;
                }
            }
            switch (current1.type)
            {
            case EventType.DragUpdated:
                SpriteUtility.DragType dragType = !current1.alt ? SpriteUtility.DragType.SpriteAnimation : SpriteUtility.DragType.CreateMultiple;
                if (SpriteUtility.s_DragType != dragType || SpriteUtility.s_SceneDragObjects == null)
                {
                    Sprite[] draggedPathsOrObjects = SpriteUtility.GetSpriteFromDraggedPathsOrObjects();
                    if (draggedPathsOrObjects == null || draggedPathsOrObjects.Length == 0 || (UnityEngine.Object)draggedPathsOrObjects[0] == (UnityEngine.Object)null)
                    {
                        break;
                    }
                    if (SpriteUtility.s_DragType != SpriteUtility.DragType.NotInitialized)
                    {
                        SpriteUtility.CleanUp();
                    }
                    SpriteUtility.s_DragType         = dragType;
                    SpriteUtility.s_SceneDragObjects = new List <UnityEngine.Object>();
                    if (SpriteUtility.s_DragType == SpriteUtility.DragType.CreateMultiple)
                    {
                        foreach (Sprite frame in draggedPathsOrObjects)
                        {
                            SpriteUtility.s_SceneDragObjects.Add((UnityEngine.Object)SpriteUtility.CreateDragGO(frame, Vector3.zero));
                        }
                    }
                    else
                    {
                        SpriteUtility.s_SceneDragObjects.Add((UnityEngine.Object)SpriteUtility.CreateDragGO(draggedPathsOrObjects[0], Vector3.zero));
                    }
                    List <Transform> transformList = new List <Transform>();
                    using (List <UnityEngine.Object> .Enumerator enumerator = SpriteUtility.s_SceneDragObjects.GetEnumerator())
                    {
                        while (enumerator.MoveNext())
                        {
                            GameObject current2 = (GameObject)enumerator.Current;
                            transformList.AddRange((IEnumerable <Transform>)current2.GetComponentsInChildren <Transform>());
                            current2.hideFlags = HideFlags.HideInHierarchy;
                        }
                    }
                    HandleUtility.ignoreRaySnapObjects = transformList.ToArray();
                }
                Vector3 zero  = Vector3.zero;
                Vector3 point = HandleUtility.GUIPointToWorldRay(current1.mousePosition).GetPoint(10f);
                if (sceneView.in2DMode)
                {
                    point.z = 0.0f;
                }
                else
                {
                    DragAndDrop.visualMode = DragAndDropVisualMode.Copy;
                    object obj = HandleUtility.RaySnap(HandleUtility.GUIPointToWorldRay(current1.mousePosition));
                    if (obj != null)
                    {
                        point = ((RaycastHit)obj).point;
                    }
                }
                using (List <UnityEngine.Object> .Enumerator enumerator = SpriteUtility.s_SceneDragObjects.GetEnumerator())
                {
                    while (enumerator.MoveNext())
                    {
                        ((GameObject)enumerator.Current).transform.position = point;
                    }
                }
                DragAndDrop.visualMode = DragAndDropVisualMode.Copy;
                current1.Use();
                break;

            case EventType.DragPerform:
                Sprite[] draggedPathsOrObjects1 = SpriteUtility.GetSpriteFromDraggedPathsOrObjects();
                if (draggedPathsOrObjects1 == null || SpriteUtility.s_SceneDragObjects == null)
                {
                    break;
                }
                if (SpriteUtility.s_DragType == SpriteUtility.DragType.SpriteAnimation)
                {
                    SpriteUtility.AddAnimationToGO((GameObject)SpriteUtility.s_SceneDragObjects[0], draggedPathsOrObjects1);
                }
                using (List <UnityEngine.Object> .Enumerator enumerator = SpriteUtility.s_SceneDragObjects.GetEnumerator())
                {
                    while (enumerator.MoveNext())
                    {
                        GameObject current2 = (GameObject)enumerator.Current;
                        Undo.RegisterCreatedObjectUndo((UnityEngine.Object)current2, "Create Sprite");
                        current2.hideFlags = HideFlags.None;
                    }
                }
                Selection.objects = SpriteUtility.s_SceneDragObjects.ToArray();
                SpriteUtility.CleanUp();
                current1.Use();
                break;

            case EventType.DragExited:
                if (SpriteUtility.s_SceneDragObjects == null || SpriteUtility.s_SceneDragObjects == null)
                {
                    break;
                }
                using (List <UnityEngine.Object> .Enumerator enumerator = SpriteUtility.s_SceneDragObjects.GetEnumerator())
                {
                    while (enumerator.MoveNext())
                    {
                        UnityEngine.Object.DestroyImmediate(enumerator.Current, false);
                    }
                }
                SpriteUtility.CleanUp();
                current1.Use();
                break;
            }
        }