private void StopBuild() { Destroy(preview); preview = null; previewScript = null; isBuilding = false; }
public void Init() { //EditorUtility.CreateGameObjectWithHideFlags() //PreviewRenderUtility ObjectPreview preview = new ObjectPreview(); preview.DrawPreview(new Rect(0, 0, 100, 100)); }
public override void DrawPreview(Rect previewArea) { // If the importer is drawing the previews, // respect that when passing through to object preview helper var previewable = useAssetDrawPreview ? preview : this; ObjectPreview.DrawPreview(previewable, previewArea, assetTargets); }
private object Instance() { // Because objectPreview instance aren't be serialized by Unity // recreate them if they go null if (objectPreview == null) { objectPreview = (ObjectPreview)Activator.CreateInstance(type); objectPreview.Initialize(targets); } return(objectPreview); }
public ObjectPreviewWrapper(ObjectPreview setObjectPreview, Object[] setTargets, PreviewableKey setKey) { objectPreview = setObjectPreview; key = setKey; type = setObjectPreview.GetType(); targets = setTargets; previewTitle = setObjectPreview.GetPreviewTitle(); objectPreview.Initialize(setTargets); }
/// <summary> /// Initializes the UI, updating the ObjectPreview to have the passed in /// sprite displayed in the passed in color. /// </summary> /// <param name="objectSprite">The sprite to display.</param> /// <param name="objectColor">The color of the sprite.</param> public void InitializeUI(BasicTrialManager trialManager, BasicTrialManager.BouncingObjectSettings [] objectSettings) { TrialManager = trialManager; foreach (BasicTrialManager.BouncingObjectSettings settings in objectSettings) { ObjectPreview preview = GameObject.Instantiate <ObjectPreview> (ObjectPreviewPrefab); preview.SetImage(BouncingObject.GetObjectSprite(settings.Shape), settings.Color.GetColor()); preview.GetComponent <RectTransform> ().SetParent(ObjectPreviewLayout.transform, false); } StartButton.interactable = false; StartTimer = 0; }
private void Start() { preview = new ObjectPreview(GetComponent <MeshFilter>().sharedMesh, renderer.material); }
public void NewBuild(GameObject _go) { preview = Instantiate(_go, Vector3.zero, Quaternion.identity); previewScript = preview.GetComponent <ObjectPreview>(); isBuilding = true; }