public void InspectorInit() { SetPanelActive(true); elementAttbutes = elementObject.GetObjAttbutes(); attName.SetActive(elementAttbutes.IsShowName); attScale.SetActive(elementAttbutes.IsShowSca); attRot.SetActive(elementAttbutes.IsShowRot); attPos.SetActive(elementAttbutes.IsShowPos); attTrafficLight.SetActive(elementAttbutes.IsShowTraffic); attHuman.SetActive(elementAttbutes.IsShowHuman); attCarAI.SetActive(elementAttbutes.IsShowCarAI); attDelete.SetActive(elementAttbutes.IsShowDelete); if (elementAttbutes.IsShowName) { UpdateName(); } if (elementAttbutes.IsShowHuman) { UpdateHumanData(); } if (elementAttbutes.IsShowCarAI) { UpdateCarAIData(); } if (elementAttbutes.IsShowTraffic) { UpdateTrafficLightData(); } }
public void InspectorUpdate() { elementAttbutes = elementObject.GetObjAttbutes(); if (elementAttbutes.IsShowPos || elementAttbutes.IsShowRot || elementAttbutes.IsShowSca) { UpdateTransformDate(); } }
public void InspectorInit() { SetPanelActive(true); currentElementObj = ElementsManager.Instance.SelectedElement; if (currentElementObj == null) { return; } transform.gameObject.SetActive(true); attbutes = currentElementObj.GetObjAttbutes(); for (int i = 1; i < attGameObjects.Length; i++) { attGameObjects[i].SetActive(false); } foreach (ElementObject.ElementAttribute item in attbutes.attributes) { int index = (int)item; attGameObjects[index + 1].SetActive(true); SetNameAtt(); switch (item) { case ElementObject.ElementAttribute.Position: SetPosAtt(); break; case ElementObject.ElementAttribute.Rotation: SetRotAtt(); break; case ElementObject.ElementAttribute.Scale: SetScaleAtt(); break; case ElementObject.ElementAttribute.Human: SetHumanAtt(); break; case ElementObject.ElementAttribute.TrafficLight: SetTrafficAtt(); break; case ElementObject.ElementAttribute.CarAI: break; default: break; } } }
void Update() { currentElementObj = ElementsManager.Instance.SelectedElement; if (currentElementObj != null) { attbutes = currentElementObj.GetObjAttbutes(); foreach (ElementObject.ElementAttribute item in attbutes.attributes) { int index = (int)item; attGameObjects[index + 1].SetActive(true); switch (item) { case ElementObject.ElementAttribute.Position: if (ObjPos != attbutes.pos) { SetPosAtt(); } break; case ElementObject.ElementAttribute.Rotation: if (ObjRot != attbutes.rot) { SetRotAtt(); } break; case ElementObject.ElementAttribute.Scale: if (ObjScale != attbutes.sca) { SetScaleAtt(); } break; case ElementObject.ElementAttribute.Human: if (!attbutes.humanAtt.aimList.TrueForAll(HumanAimPoses.Contains)) { SetHumanAtt(); } break; case ElementObject.ElementAttribute.TrafficLight: if (mode != attbutes.trafficLigghtAtt.mode) { mode = attbutes.trafficLigghtAtt.mode; SetTrafficAtt(); } break; case ElementObject.ElementAttribute.CarAI: if (ObjSpdCarAI != attbutes.spdCarAI) { ObjSpdCarAI = attbutes.spdCarAI; SetCarAIAtt(); } break; default: break; } } } }