Exemplo n.º 1
0
 public static void Window(GUIContent title, SceneViewOverlay.WindowFunction sceneViewFunc, int order, UnityEngine.Object target, SceneViewOverlay.WindowDisplayOption option)
 {
     if (Event.current.type != EventType.Layout)
     {
         return;
     }
     using (List <SceneViewOverlay.OverlayWindow> .Enumerator enumerator = SceneViewOverlay.m_Windows.GetEnumerator())
     {
         while (enumerator.MoveNext())
         {
             SceneViewOverlay.OverlayWindow current = enumerator.Current;
             if (option == SceneViewOverlay.WindowDisplayOption.OneWindowPerTarget && current.m_Target == target && target != (UnityEngine.Object)null || option == SceneViewOverlay.WindowDisplayOption.OneWindowPerTitle && (current.m_Title == title || current.m_Title.text == title.text))
             {
                 return;
             }
         }
     }
     SceneViewOverlay.m_Windows.Add(new SceneViewOverlay.OverlayWindow()
     {
         m_Title          = title,
         m_SceneViewFunc  = sceneViewFunc,
         m_PrimaryOrder   = order,
         m_SecondaryOrder = SceneViewOverlay.m_Windows.Count,
         m_Target         = target
     });
 }
Exemplo n.º 2
0
 public void OnSceneViewGUI(SceneView sceneView)
 {
     if (NavMeshVisualizationSettings.showNavigation != 0)
     {
         GUIContent arg_3D_0 = new GUIContent("Navmesh Display");
         if (NavMeshEditorWindow.< > f__mg$cache0 == null)
         {
             NavMeshEditorWindow.< > f__mg$cache0 = new SceneViewOverlay.WindowFunction(NavMeshEditorWindow.DisplayControls);
         }
         SceneViewOverlay.Window(arg_3D_0, NavMeshEditorWindow.< > f__mg$cache0, 300, SceneViewOverlay.WindowDisplayOption.OneWindowPerTarget);
         if (this.m_SelectedNavMeshAgentCount > 0)
         {
             GUIContent arg_7C_0 = new GUIContent("Agent Display");
             if (NavMeshEditorWindow.< > f__mg$cache1 == null)
             {
                 NavMeshEditorWindow.< > f__mg$cache1 = new SceneViewOverlay.WindowFunction(NavMeshEditorWindow.DisplayAgentControls);
             }
             SceneViewOverlay.Window(arg_7C_0, NavMeshEditorWindow.< > f__mg$cache1, 300, SceneViewOverlay.WindowDisplayOption.OneWindowPerTarget);
         }
         if (this.m_SelectedNavMeshObstacleCount > 0)
         {
             GUIContent arg_BC_0 = new GUIContent("Obstacle Display");
             if (NavMeshEditorWindow.< > f__mg$cache2 == null)
             {
                 NavMeshEditorWindow.< > f__mg$cache2 = new SceneViewOverlay.WindowFunction(NavMeshEditorWindow.DisplayObstacleControls);
             }
             SceneViewOverlay.Window(arg_BC_0, NavMeshEditorWindow.< > f__mg$cache2, 300, SceneViewOverlay.WindowDisplayOption.OneWindowPerTarget);
         }
     }
 }
Exemplo n.º 3
0
 public static void Window(GUIContent title, SceneViewOverlay.WindowFunction sceneViewFunc, int order, UnityEngine.Object target, SceneViewOverlay.WindowDisplayOption option)
 {
     if (Event.current.type != EventType.Layout)
     {
         return;
     }
     foreach (SceneViewOverlay.OverlayWindow current in SceneViewOverlay.m_Windows)
     {
         if (option == SceneViewOverlay.WindowDisplayOption.OneWindowPerTarget && current.m_Target == target && target != null)
         {
             return;
         }
         if (option == SceneViewOverlay.WindowDisplayOption.OneWindowPerTitle && (current.m_Title == title || current.m_Title.text == title.text))
         {
             return;
         }
     }
     SceneViewOverlay.OverlayWindow overlayWindow = new SceneViewOverlay.OverlayWindow();
     overlayWindow.m_Title          = title;
     overlayWindow.m_SceneViewFunc  = sceneViewFunc;
     overlayWindow.m_PrimaryOrder   = order;
     overlayWindow.m_SecondaryOrder = SceneViewOverlay.m_Windows.Count;
     overlayWindow.m_Target         = target;
     SceneViewOverlay.m_Windows.Add(overlayWindow);
 }
 public OverlayWindow(GUIContent title, SceneViewOverlay.WindowFunction guiFunction, int primaryOrder, Object target)
 {
     this.title         = title;
     this.sceneViewFunc = guiFunction;
     this.primaryOrder  = primaryOrder;
     this.target        = target;
     this.canCollapse   = true;
     this.expanded      = true;
 }
Exemplo n.º 5
0
 public static void Window(GUIContent title, SceneViewOverlay.WindowFunction sceneViewFunc, int order, SceneViewOverlay.WindowDisplayOption option)
 {
     SceneViewOverlay.Window(title, sceneViewFunc, order, (UnityEngine.Object)null, option);
 }