Пример #1
0
        public static Prefab CreateFromSelectedObjects(Pivot prefabPivot)
        {
            // Ensure that all necessary data is in place
            ObjectSelectionPrefabCreationSettings prefabCreationSettings = ObjectSelectionPrefabCreationSettings.Get();

            if (string.IsNullOrEmpty(prefabCreationSettings.PrefabName) || string.IsNullOrEmpty(prefabCreationSettings.DestinationFolder))
            {
                return(null);
            }
            if (ObjectSelection.Get().NumberOfSelectedObjects == 0)
            {
                return(null);
            }

            List <GameObject> allSelectedObjects = ObjectSelection.Get().GetAllSelectedGameObjects();

            if (allSelectedObjects.Count == 0)
            {
                return(null);
            }

            // Check if a prefab with the same name already exists
            bool       shouldPrefabBeCreated = true;
            GameObject prefabWithSameName    = ProjectAssetDatabase.LoadPrefabWithNameInFolder(prefabCreationSettings.PrefabName, prefabCreationSettings.DestinationFolder, false);

            if (prefabWithSameName != null)
            {
                if (EditorUtility.DisplayDialog("Are you sure?", "A prefab with the specified name already exists in the specified folder. Would you like to overwrite it?", "Yes", "No"))
                {
                    // If the user chose 'Yes', we have to remove the existing prefab from its category
                    PrefabCategory categoryWhichContainsSamePrefab = PrefabCategoryDatabase.Get().GetPrefabCategoryWhichContainsPrefab(prefabWithSameName);
                    if (categoryWhichContainsSamePrefab != null)
                    {
                        categoryWhichContainsSamePrefab.RemoveAndDestroyPrefab(prefabWithSameName);
                    }
                }
                else
                {
                    shouldPrefabBeCreated = false;
                }
            }
            if (!shouldPrefabBeCreated)
            {
                return(null);
            }

            // Create all the objects which will reside in the prefab hierarchy
            GameObject prefabRoot = new GameObject(prefabCreationSettings.PrefabName);
            Box        objectCollectionWorldBox    = Box.GetInvalid();
            var        allObjectsInPrefabHierarchy = new List <GameObject>();

            foreach (GameObject gameObject in allSelectedObjects)
            {
                Transform  gameObjectTransform = gameObject.transform;
                GameObject gameObjectClone     = Octave3DWorldBuilder.Instantiate(gameObject, gameObjectTransform.position, gameObjectTransform.rotation) as GameObject;
                allObjectsInPrefabHierarchy.Add(gameObjectClone);

                Transform cloneTransform = gameObjectClone.transform;
                gameObjectClone.name      = gameObject.name;
                cloneTransform.localScale = gameObjectTransform.lossyScale;

                if (objectCollectionWorldBox.IsValid())
                {
                    objectCollectionWorldBox.Encapsulate(gameObjectClone.GetWorldBox());
                }
                else
                {
                    objectCollectionWorldBox = gameObjectClone.GetWorldBox();
                }
            }

            // Now calculate the root object's position based on the specified pivot point
            Transform prefabRootTransform = prefabRoot.transform;

            if (prefabPivot == Pivot.Center)
            {
                prefabRootTransform.position = objectCollectionWorldBox.Center;
            }
            else if (prefabPivot == Pivot.BottomCenter)
            {
                prefabRootTransform.position = objectCollectionWorldBox.GetBoxFaceCenter(BoxFace.Bottom);
            }

            // Now that the root object's position is in place, attach all objects as children of the root
            foreach (GameObject gameObject in allObjectsInPrefabHierarchy)
            {
                gameObject.transform.parent = prefabRootTransform;
            }

            // Create the prefab and assign it to the chosen category
            GameObject createdUnityPrefab = ProjectAssetDatabase.CreatePrefab(prefabRoot, prefabCreationSettings.PrefabName, prefabCreationSettings.DestinationFolder);

            if (createdUnityPrefab == null)
            {
                return(null);
            }

            UndoEx.RecordForToolAction(prefabCreationSettings.DestinationCategory);
            Prefab createdPrefab = PrefabFactory.Create(createdUnityPrefab);

            prefabCreationSettings.DestinationCategory.AddPrefab(createdPrefab);

            Octave3DWorldBuilder.DestroyImmediate(prefabRoot);
            PrefabManagementWindow.Get().RepaintOctave3DWindow();

            return(createdPrefab);
        }
        private void RenderPrefabPreviewRows()
        {
            for (int prefabIndex = 0; prefabIndex < _filteredPrefabs.Count; ++prefabIndex)
            {
                // Start a new row?
                if (prefabIndex % ViewData.NumberOfPrefabsPerRow == 0)
                {
                    if (prefabIndex != 0)
                    {
                        EditorGUILayout.EndHorizontal();
                    }
                    EditorGUILayout.BeginHorizontal();
                }

                // Render the prefab entry
                Prefab prefab = _filteredPrefabs[prefabIndex];
                var    previewButtonRenderData = new PrefabPreviewButtonRenderData();
                previewButtonRenderData.ExtractFromPrefab(prefab, ViewData.PrefabPreviewScale);

                EditorGUILayout.BeginVertical(GUILayout.Width(previewButtonRenderData.ButtonWidth));

                // Render the prefab preview button
                EditorGUIColor.Push(prefab == _prefabCategory.ActivePrefab ? ViewData.ActivePrefabTint : Color.white);
                if (EditorGUILayoutEx.PrefabPreview(prefab, true, previewButtonRenderData))
                {
                    ObjectPlacementSettings placementSettings = ObjectPlacementSettings.Get();
                    if (placementSettings.ObjectPlacementMode == ObjectPlacementMode.DecorPaint &&
                        placementSettings.DecorPaintObjectPlacementSettings.DecorPaintMode == DecorPaintMode.Brush &&
                        DecorPaintObjectPlacementBrushDatabase.Get().ActiveBrush != null && Event.current.button == (int)MouseButton.Right)
                    {
                        UndoEx.RecordForToolAction(DecorPaintObjectPlacementBrushDatabase.Get().ActiveBrush);
                        DecorPaintObjectPlacementBrushElement brushElement = DecorPaintObjectPlacementBrushDatabase.Get().ActiveBrush.CreateNewElement();
                        brushElement.Prefab = prefab;
                        Octave3DWorldBuilder.ActiveInstance.RepaintAllEditorWindows();
                        Octave3DWorldBuilder.ActiveInstance.Inspector.Repaint();
                    }
                    else
                    if (Octave3DWorldBuilder.ActiveInstance.Inspector.ActiveInspectorGUIIdentifier == InspectorGUIIdentifier.ObjectSelection &&
                        AllShortcutCombos.Instance.ReplacePrefabsForSelectedObjects.IsActive())
                    {
                        ObjectSelection.Get().ReplaceSelectedObjectsWithPrefab(prefab);
                    }
                    else
                    {
                        UndoEx.RecordForToolAction(_prefabCategory);
                        _prefabCategory.SetActivePrefab(prefab);
                    }
                }
                EditorGUIColor.Pop();

                // Render the prefab name labels if necessary
                if (ViewData.ShowPrefabNames)
                {
                    Rect previewRectangle = GUILayoutUtility.GetLastRect();
                    EditorGUILayoutEx.LabelInMiddleOfControlRect(previewRectangle, prefab.Name, previewButtonRenderData.ButtonHeight, GetStyleForPrefabNameLabel());
                }

                // Render the remove prefab button
                if (GUILayout.Button(GetRemovePrefabButtonContent()))
                {
                    UndoEx.RecordForToolAction(_prefabCategory);
                    _prefabCategory.RemoveAndDestroyPrefab(prefab);
                    Octave3DWorldBuilder.ActiveInstance.Inspector.Repaint();
                }

                EditorGUILayout.EndVertical();
            }

            // End the last row (if any)
            if (_filteredPrefabs.Count != 0)
            {
                EditorGUILayout.EndHorizontal();
            }
        }