Пример #1
0
        void Shutdown(bool finalizing = false)
        {
            if (editor != this)
            {
                return;
            }

            editor = null;
            CSGSceneManagerRedirector.Interface = null;
            if (!initialized)
            {
                return;
            }

            EditorApplication.update -= OnFirstUpdate;
            EditorApplication.hierarchyWindowChanged   -= OnHierarchyWindowChanged;
            EditorApplication.hierarchyWindowItemOnGUI -= OnHierarchyWindowItemOnGUI;
            SceneView.onSceneGUIDelegate -= OnScene;
            Undo.undoRedoPerformed       -= UndoRedoPerformed;

            initialized = false;

            // make sure the C++ side of things knows to clear the method pointers
            // so that we don't accidentally use them while closing unity
            CSGBindings.ClearUnityMethods();
            CSGBindings.ClearExternalMethods();

            if (!finalizing)
            {
                SceneTools.Cleanup();
            }
        }
Пример #2
0
        static void OnScene(SceneView sceneView)
        {
            if (!RealtimeCSG.CSGSettings.EnableRealtimeCSG)
            {
                return;
            }
            UpdateOnSceneChange();
            if (EditorApplication.isPlayingOrWillChangePlaymode)
            {
                return;
            }

            if (Event.current.type == EventType.Repaint &&
                !ColorSettings.isInitialized)
            {
                ColorSettings.Update();
            }

            if (!IsActive())
            {
                ResetUpdateRoutine();
            }

            if (Event.current.type == EventType.MouseDown ||
                Event.current.type == EventType.MouseDrag)
            {
                mousePressed = true;
            }
            else if (Event.current.type == EventType.MouseUp ||
                     Event.current.type == EventType.MouseMove)
            {
                mousePressed = false;
            }

            var s_RectSelectionID_instance = (int)s_RectSelectionID_field.GetValue(null);

            UpdateRectSelection(sceneView, s_RectSelectionID_instance);
            OnHandleDragAndDrop(inSceneView: true);

            var eventType = Event.current.GetTypeForControl(s_RectSelectionID_instance);

            var hotControl = GUIUtility.hotControl;

            if (hotControl == s_RectSelectionID_instance &&
                CSGBrushEditorManager.ActiveTool.IgnoreUnityRect)
            {
                hotControl            = 0;
                GUIUtility.hotControl = 0;
            }

            switch (eventType)
            {
            case EventType.MouseDown:
            {
                rectClickDown      = (Event.current.button == 0 && hotControl == s_RectSelectionID_instance);
                clickMousePosition = Event.current.mousePosition;
                mouseDragged       = false;
                break;
            }

            case EventType.MouseUp:
            {
                rectClickDown = false;
                break;
            }

            case EventType.MouseMove:
            {
                rectClickDown = false;
                break;
            }

            case EventType.Used:
            {
                if (clickMousePosition != Event.current.mousePosition)
                {
                    mouseDragged = true;
                }
                if (!mouseDragged && rectClickDown &&
                    Event.current.button == 0)
                {
                    // m_RectSelection field of SceneView
                    var m_RectSelection_instance = m_RectSelection_field.GetValue(sceneView);

                    var m_RectSelecting_instance = (bool)m_RectSelecting_field.GetValue(m_RectSelection_instance);
                    if (!m_RectSelecting_instance)
                    {
                        // make sure GeneratedMeshes are not part of our selection
                        if (Selection.gameObjects != null)
                        {
                            var selectedObjects = Selection.objects;
                            var foundObjects    = new List <UnityEngine.Object>();
                            foreach (var obj in selectedObjects)
                            {
                                var component  = obj as Component;
                                var gameObject = obj as GameObject;
                                var transform  = obj as Transform;
                                if (!(component && component.GetComponent <GeneratedMeshes>()) &&
                                    !(gameObject && gameObject.GetComponent <GeneratedMeshes>()) &&
                                    !(transform && transform.GetComponent <Transform>()))
                                {
                                    foundObjects.Add(obj);
                                }
                            }
                            if (foundObjects.Count != selectedObjects.Length)
                            {
                                Selection.objects = foundObjects.ToArray();
                            }
                        }

                        SelectionUtility.DoSelectionClick();
                        Event.current.Use();
                    }
                }
                rectClickDown = false;
                break;
            }


            case EventType.ValidateCommand:
            {
                if (Event.current.commandName == "SelectAll")
                {
                    Event.current.Use();
                    break;
                }
                if (Keys.HandleSceneValidate(CSGBrushEditorManager.CurrentTool, true))
                {
                    Event.current.Use();
                    HandleUtility.Repaint();
                }
                break;
            }

            case EventType.ExecuteCommand:
            {
                if (Event.current.commandName == "SelectAll")
                {
                    var transforms = new List <UnityEngine.Object>();
                    for (int sceneIndex = 0; sceneIndex < SceneManager.sceneCount; sceneIndex++)
                    {
                        var scene = SceneManager.GetSceneAt(sceneIndex);
                        foreach (var gameObject in scene.GetRootGameObjects())
                        {
                            foreach (var transform in gameObject.GetComponentsInChildren <Transform>())
                            {
                                if ((transform.hideFlags & (HideFlags.NotEditable | HideFlags.HideInHierarchy)) == (HideFlags.NotEditable | HideFlags.HideInHierarchy))
                                {
                                    continue;
                                }
                                transforms.Add(transform.gameObject);
                            }
                        }
                    }
                    Selection.objects = transforms.ToArray();

                    Event.current.Use();
                    break;
                }
                break;
            }

            case EventType.KeyDown:
            {
                if (Keys.HandleSceneKeyDown(CSGBrushEditorManager.CurrentTool, true))
                {
                    Event.current.Use();
                    HandleUtility.Repaint();
                }
                break;
            }

            case EventType.KeyUp:
            {
                if (Keys.HandleSceneKeyUp(CSGBrushEditorManager.CurrentTool, true))
                {
                    Event.current.Use();
                    HandleUtility.Repaint();
                }
                break;
            }

            case EventType.Layout:
            {
                if (currentDragTool != null)
                {
                    currentDragTool.Layout();
                }
                break;
            }

            case EventType.Repaint:
            {
                break;
            }
            }

            //bool fallbackGUI = EditorWindow.focusedWindow != sceneView;
            //fallbackGUI =
            CSGBrushEditorManager.InitSceneGUI(sceneView);                    // || fallbackGUI;
            //fallbackGUI = true;

            /*
             * if (SceneQueryUtility._deepClickIntersections != null &&
             *      SceneQueryUtility._deepClickIntersections.Length > 0)
             * {
             *      foreach (var intersection in SceneQueryUtility._deepClickIntersections)
             *      {
             *              var triangle = intersection.triangle;
             *              Debug.DrawLine(triangle[0], triangle[1]);
             *              Debug.DrawLine(triangle[1], triangle[2]);
             *              Debug.DrawLine(triangle[2], triangle[0]);
             *      }
             * }
             */

            if (Event.current.type == EventType.Repaint)
            {
                MeshInstanceManager.RenderHelperSurfaces(sceneView);
            }

            if (Event.current.type == EventType.Repaint)
            {
                if (currentDragTool != null)
                {
                    currentDragTool.OnPaint();
                }

                SceneTools.OnPaint(sceneView);
            }
            else
            //if (fallbackGUI)
            {
                BottomBarGUI.ShowGUI(sceneView);
            }


            CSGBrushEditorManager.OnSceneGUI(sceneView);

            //if (fallbackGUI)
            {
                TooltipUtility.InitToolTip(sceneView);
                if (Event.current.type == EventType.Repaint)
                {
                    BottomBarGUI.ShowGUI(sceneView);
                }
                if (!mousePressed)
                {
                    Handles.BeginGUI();
                    TooltipUtility.DrawToolTip(getLastRect: false);
                    Handles.EndGUI();
                }
            }
        }