void OnEnable() { // fetch the serialized props hasBeenInitialized = serializedObject.FindProperty("HasBeenInitialized"); rayMask = serializedObject.FindProperty("RayMask"); objectGroups = serializedObject.FindProperty("ObjectGroups"); selectedObjectId = serializedObject.FindProperty("SelectedObjectId"); offset = serializedObject.FindProperty("Offset"); scale = serializedObject.FindProperty("Scale"); rotation = serializedObject.FindProperty("Rotation"); snapX = serializedObject.FindProperty("SnapX"); snapY = serializedObject.FindProperty("SnapY"); snapZ = serializedObject.FindProperty("SnapZ"); autoSetX = serializedObject.FindProperty("AutoSetX"); autoSetY = serializedObject.FindProperty("AutoSetY"); autoSetZ = serializedObject.FindProperty("AutoSetZ"); autoXPos = serializedObject.FindProperty("AutoXPos"); autoYPos = serializedObject.FindProperty("AutoYPos"); autoZPos = serializedObject.FindProperty("AutoZPos"); gridSize = serializedObject.FindProperty("GridSize"); drawXY = serializedObject.FindProperty("DrawXY"); drawXZ = serializedObject.FindProperty("DrawXZ"); drawYZ = serializedObject.FindProperty("DrawYZ"); currentButtonString = PressToStart; serializedObject.Update(); QuickSetObjectPlacer qop = target as QuickSetObjectPlacer; if (hasBeenInitialized.boolValue == false) { hasBeenInitialized.boolValue = true; rayMask.intValue = 0; rayMask.intValue = ~rayMask.intValue; } serializedObject.ApplyModifiedProperties(); lastTool = Tools.current; Tools.current = Tool.None; qop.transform.position = new Vector3(0, 0, 0); qop.transform.rotation = Quaternion.Euler(Vector3.zero); qop.transform.hideFlags = HideFlags.NotEditable; }
public static void AddObjectPlacer() { GameObject go = GameObject.Instantiate(AssetDatabase.LoadAssetAtPath <GameObject>("Assets/QuickSetObjectPlacer/_QuickSet.prefab"), Vector3.zero, Quaternion.identity) as GameObject; go.name = QuickSetObjectPlacer.QSName; QuickSetObjectPlacer objPlacer = go.GetComponent <QuickSetObjectPlacer>(); if (objPlacer == null) { go.AddComponent <QuickSetObjectPlacer>(); } Selection.activeGameObject = go; }