public static void SceneCreated(Scene scene, NewSceneSetup setup, NewSceneMode mode) { GameObject SetupGO = new GameObject("[SETUP]"); GameObject WorldGO = new GameObject("[WORLD]"); GameObject UI_GO = new GameObject("[UI]"); GameObject CamsGO = new GameObject("Cameras"); GameObject LightsGO = new GameObject("Lights"); GameObject StarterGO = new GameObject("Starter"); GameObject StorageGO = new GameObject("Storage"); GameObject StaticWorldGO = new GameObject("Static"); GameObject DynamicWorldGO = new GameObject("Dynamic"); GameObject InterfaceGO = new GameObject("Interface"); CamsGO.transform.SetParent(SetupGO.transform); LightsGO.transform.SetParent(SetupGO.transform); StarterGO.transform.SetParent(SetupGO.transform); StorageGO.transform.SetParent(SetupGO.transform); StaticWorldGO.transform.SetParent(WorldGO.transform); DynamicWorldGO.transform.SetParent(WorldGO.transform); InterfaceGO.transform.SetParent(UI_GO.transform); }
void OnNewSceneCreated(Scene scene, NewSceneSetup setup, NewSceneMode mode) { if (!currentItem.isMainStage) { GoToMainStage(false, Analytics.ChangeType.GoToMainViaNewSceneCreated); } }
void OnNewSceneCreated(Scene scene, NewSceneSetup setup, NewSceneMode mode) { if (!(currentStage is MainStage)) { GoToMainStage(Analytics.ChangeType.GoToMainViaNewSceneCreated); } }
private static void SceneCreated(Scene scene, NewSceneSetup setup, NewSceneMode mode) { var camGO = Camera.main.transform; var lightGO = GameObject.Find("Directional Light").transform; var setupFolder = new GameObject("[SETUP]").transform; var lights = new GameObject("Lights").transform; lights.parent = setupFolder; lightGO.parent = lights; var cam = new GameObject("Cameras").transform; cam.parent = setupFolder; camGO.parent = cam; var world = new GameObject("[WORLD]").transform; new GameObject("Static").transform.parent = world; new GameObject("Dynamic").transform.parent = world; new GameObject("[UI]"); Debug.Log("NEW SCENE CREATED"); }
public static void SceneCreating(Scene scene, NewSceneSetup setup, NewSceneMode mode) { if (BuildPipeline.isBuildingPlayer) { return; } if (Camera.main == null) { return; } var camGO = Camera.main.gameObject; var light = GameObject.Find("Directional Light"); if (light != null) { GameObject.DestroyImmediate(light.gameObject); } GameObject.DestroyImmediate(camGO); new GameObject("[SETUP]"); var s = new GameObject("[SCENE]"); var d = new GameObject("Dynamic"); d.transform.parent = s.transform; Debug.Log("New scene created!"); }
private static void ResetSceneInfo(Scene scene, NewSceneSetup setup, NewSceneMode mode) { currentScene = scene; currentSceneName = " < Untitled > "; currentSceneFolderPath = ""; SetDefaultExportPath(); }
private static void Internal_NewSceneWasCreated(Scene scene, NewSceneMode mode) { if (sceneWasCreated != null) { sceneWasCreated(scene, mode); } }
private static void OnNewSceneCreated(Scene scene, NewSceneSetup setup, NewSceneMode mode) { if (mode == NewSceneMode.Single && !_autoGenerateLighting) { EditorHelper.ChangeAutoGenerateLightingState(false); } }
private void OnNewScene(Scene scene, NewSceneSetup setup, NewSceneMode mode) { if (BuildPipeline.isBuildingPlayer == false) { Close(); } }
public static Scene NewScene(NewSceneSetup setup, [DefaultValue("NewSceneMode.Single")] NewSceneMode mode) { Scene result; EditorSceneManager.INTERNAL_CALL_NewScene(setup, mode, out result); return(result); }
/// <summary> /// <para>Create a new Scene.</para> /// </summary> /// <param name="setup">Whether the new Scene should use the default set of GameObjects.</param> /// <param name="mode">Whether to keep existing Scenes open.</param> /// <returns> /// <para>A reference to the new Scene.</para> /// </returns> public static Scene NewScene(NewSceneSetup setup, [DefaultValue("NewSceneMode.Single")] NewSceneMode mode) { Scene scene; INTERNAL_CALL_NewScene(setup, mode, out scene); return(scene); }
private static void Internal_NewSceneWasCreated(Scene scene, NewSceneMode mode) { if (EditorSceneManager.sceneWasCreated != null) { EditorSceneManager.sceneWasCreated(scene, mode); } }
private static void NewSceneCreated(Scene scene, NewSceneSetup newSceneSetup, NewSceneMode newSceneMode) { if (Simulator.Editor.Build.Running) { return; } var objects = scene.GetRootGameObjects(); for (int index = objects.Length - 1; index >= 0; --index) { Object.DestroyImmediate(objects[index]); } Debug.Log($"Removed {objects.Length} Unity Editor default new scene objects that will conflict with LGSVL Simulator"); var tempGO = new GameObject("MapHolder"); tempGO.transform.position = Vector3.zero; tempGO.transform.rotation = Quaternion.identity; var MapHolder = tempGO.AddComponent <MapHolder>(); var trafficLanes = new GameObject("TrafficLanes").transform; trafficLanes.SetParent(tempGO.transform); MapHolder.trafficLanesHolder = trafficLanes; var intersections = new GameObject("Intersections").transform; intersections.SetParent(tempGO.transform); MapHolder.intersectionsHolder = intersections; var origin = new GameObject("MapOrigin").AddComponent <MapOrigin>(); var spawn = new GameObject("SpawnInfo").AddComponent <SpawnInfo>(); Debug.Log($"Added required MapHolder, MapOrigin and SpawnInfo objects for LGSVL Simulation. Please set MapOrigin and spawn location"); }
public static Scene NewScene(NewSceneSetup setup) { Scene scene; NewSceneMode single = NewSceneMode.Single; INTERNAL_CALL_NewScene(setup, single, out scene); return(scene); }
public static Scene NewScene(NewSceneSetup setup) { NewSceneMode mode = NewSceneMode.Single; Scene result; EditorSceneManager.INTERNAL_CALL_NewScene(setup, mode, out result); return(result); }
protected virtual void SettingsTabGUI() { this.newSceneSetup = (NewSceneSetup)EditorGUILayout.EnumPopup("New Scene Setup", this.newSceneSetup); this.newSceneMode = (NewSceneMode)EditorGUILayout.EnumPopup("New Scene Mode", this.newSceneMode); this.openSceneMode = (OpenSceneMode)EditorGUILayout.EnumPopup("Open Scene Mode", this.openSceneMode); this.showPath = EditorGUILayout.Toggle("Show Path", this.showPath); this.showAddToBuild = EditorGUILayout.Toggle("Show Add To Build", this.showAddToBuild); this.askBeforeDelete = EditorGUILayout.Toggle("Ask Before Delete", this.askBeforeDelete); }
static void OnNewSceneCreated(Scene scene, NewSceneSetup setup, NewSceneMode mode) { if (!s_CurrentInMemorySceneState.valid || mode != NewSceneMode.Single) { return; } if (s_CurrentInMemorySceneState.guid != scene.guid) { ClearInMemorySceneState(); } }
private static void SetUpScene(Scene scene, NewSceneSetup setup, NewSceneMode mode) { // destroy new scene default camera Object.DestroyImmediate(UnityEngine.Camera.main.gameObject); GameObject go = UnityEditor.PrefabUtility.InstantiatePrefab((GameObject)UnityEditor.AssetDatabase.LoadAssetAtPath("Assets/_Development/ToolAssets/DefaultScene.prefab", typeof(GameObject))) as GameObject; UnityEditor.PrefabUtility.UnpackPrefabInstance(go, UnityEditor.PrefabUnpackMode.OutermostRoot, UnityEditor.InteractionMode.AutomatedAction); go.transform.DetachChildren(); Object.DestroyImmediate(go); }
static void NewSceneCreated(Scene scene, NewSceneSetup setup, NewSceneMode mode) { if (!InHDRP() || HDProjectSettings.defaultScenePrefab == null) { return; // do not interfere outside of hdrp } if (setup == NewSceneSetup.DefaultGameObjects) { ClearScene(scene); FillScene(scene); } }
protected virtual void OnEnable() { this.newSceneSetup = ( NewSceneSetup )EditorPrefs.GetInt( "SceneManager.newSceneSetup", ( int )NewSceneSetup.DefaultGameObjects); this.newSceneMode = ( NewSceneMode )EditorPrefs.GetInt("SceneManager.newSceneMode", ( int )NewSceneMode.Single); this.openSceneMode = ( OpenSceneMode )EditorPrefs.GetInt( "SceneManager.openSceneMode", ( int )OpenSceneMode.Single); this.showPath = EditorPrefs.GetBool("SceneManager.showPath", false); this.showAddToBuild = EditorPrefs.GetBool("SceneManager.showAddToBuild", true); this.askBeforeDelete = EditorPrefs.GetBool("SceneManager.askBeforeDelete", true); }
private static void NewSceneCreated(Scene scene, NewSceneSetup setup, NewSceneMode mode) { switch (setup) { // Ignore the check when the scene is explicitly empty. // This includes empty scenes in playmode tests. case NewSceneSetup.EmptyScene: break; case NewSceneSetup.DefaultGameObjects: CheckMixedRealityToolkitScene(); break; } }
private static void SetupNewScene(Scene scene, NewSceneSetup setup, NewSceneMode mode) { if (setup == NewSceneSetup.EmptyScene) { return; } var mainCamera = Camera.main?.transform; var directionalLight = GameObject.Find("Directional Light")?.transform; var ui = new GameObject("UI").transform; var logic = new GameObject("Logic").transform; var debug = new GameObject("Debug").transform; var singletons = new GameObject("Singletons").transform; var environment = new GameObject("Environment").transform; var geo = new GameObject("Geo").transform; var staticObjects = new GameObject("Static").transform; var dynamicObjects = new GameObject("Dynamic").transform; var runtime = new GameObject("Runtime").transform; var lighting = new GameObject("Lights").transform; var cameras = new GameObject("Cameras").transform; var vfx = new GameObject("VFX").transform; var audio = new GameObject("Audios").transform; var sfx = new GameObject("SFX").transform; var music = new GameObject("Music").transform; var entites = new GameObject("Entites").transform; lighting.SetParent(environment.transform); mainCamera?.SetParent(cameras.transform); debug.SetParent(logic); cameras.SetParent(environment.transform); directionalLight?.SetParent(lighting.transform); geo.SetParent(environment); singletons.SetParent(logic); staticObjects.SetParent(geo); dynamicObjects.SetParent(geo); vfx.SetParent(environment); audio.SetParent(environment); sfx.SetParent(audio); music.SetParent(audio); staticObjects.gameObject.isStatic = true; CreateSceneLogicPrefabs(logic); }
protected virtual void SettingsTabGUI() { this.scenesSource = (ScenesSource)EditorGUILayout.EnumPopup("Scenes Source", this.scenesSource); if (this.scenesSource == ScenesSource.Manual) { this.searchFolder = EditorGUILayout.TextField("Search Folder", this.searchFolder); } this.newSceneSetup = (NewSceneSetup)EditorGUILayout.EnumPopup("New Scene Setup", this.newSceneSetup); this.newSceneMode = (NewSceneMode)EditorGUILayout.EnumPopup("New Scene Mode", this.newSceneMode); this.openSceneMode = (OpenSceneMode)EditorGUILayout.EnumPopup("Open Scene Mode", this.openSceneMode); this.showPath = EditorGUILayout.Toggle("Show Path", this.showPath); this.showAddToBuild = EditorGUILayout.Toggle("Show Add To Build", this.showAddToBuild); this.askBeforeDelete = EditorGUILayout.Toggle("Ask Before Delete", this.askBeforeDelete); }
public static void CreateQuickstartScene(Scene scene, NewSceneSetup setup, NewSceneMode mode) { EditorSceneManager.newSceneCreated -= CreateQuickstartScene; // if ( EditorUserBuildSettings.activeBuildTarget != BuildTarget.Android && EditorUserBuildSettings.activeBuildTarget != BuildTarget.iOS ) // { // ChangeBuildPlatformPopup.OnChangeBuildPlatformComplete = FinishSceneSetup; // ChangeBuildPlatformPopup window = ( ChangeBuildPlatformPopup )EditorWindow.GetWindow( typeof( ChangeBuildPlatformPopup ) ); // window.Show(); // } // else // { FinishSceneSetup(); // } }
public static void SceneCreating(Scene scene, NewSceneSetup setup, NewSceneMode mode) { var cameraObject = Camera.main.transform; var lightObject = GameObject.Find("Directional Light").transform; var applicationFolder = new GameObject("[Application]").transform; var modelFolder = new GameObject("[Model]").transform; var viewFolder = new GameObject("[View]").transform; var controllerFolder = new GameObject("[Controller]").transform; modelFolder.parent = applicationFolder.transform; controllerFolder.parent = applicationFolder.transform; viewFolder.parent = applicationFolder.transform; var lights = new GameObject("Lights").transform; lightObject.parent = lights.transform; cameraObject.parent = viewFolder.transform; lights.parent = viewFolder.transform; //var lights = new GameObject("Lights").transform; //lightObject.parent = lights; //var cameras = new GameObject("Cameras").transform; //cameraObject.parent = cameras; //cameras.parent = applicationFolder; //lights.parent = applicationFolder; //var world = new GameObject("[WORLD]").transform; //new GameObject("Static").transform.parent = world; //new GameObject("Dynamic").transform.parent = world; //new GameObject("[UI]"); Debug.Log("New scene created"); }
static void NewSceneCreated(Scene scene, NewSceneSetup setup, NewSceneMode mode) { if (!InHDRP()) { return; // do not interfere outside of hdrp } if (HDProjectSettings.defaultScenePrefab == null) { Debug.LogWarning("Default Scene not set! Please run Wizard..."); return; } if (setup == NewSceneSetup.DefaultGameObjects) { ClearScene(scene); FillScene(scene); } }
protected virtual void OnEnable() { EditorApplication.playModeStateChanged += PlayModeStateChanged; this.scenesSource = (ScenesSource)EditorPrefs.GetInt( "SceneManager.scenesSource", (int)ScenesSource.BuildSettings); this.searchFolder = EditorPrefs.GetString("SceneManager.searchFolder", "Assets"); this.newSceneSetup = (NewSceneSetup)EditorPrefs.GetInt( "SceneManager.newSceneSetup", (int)NewSceneSetup.DefaultGameObjects); this.newSceneMode = (NewSceneMode)EditorPrefs.GetInt("SceneManager.newSceneMode", (int)NewSceneMode.Single); this.openSceneMode = (OpenSceneMode)EditorPrefs.GetInt( "SceneManager.openSceneMode", (int)OpenSceneMode.Single); this.showPath = EditorPrefs.GetBool("SceneManager.showPath", false); this.showAddToBuild = EditorPrefs.GetBool("SceneManager.showAddToBuild", true); this.askBeforeDelete = EditorPrefs.GetBool("SceneManager.askBeforeDelete", true); }
static void NewSceneCreated(Scene scene, NewSceneSetup setup, NewSceneMode mode) { if (!InHDRP()) { return; // do not interfere outside of hdrp } if (((HDRenderPipeline.currentAsset?.currentPlatformRenderPipelineSettings.supportRayTracing ?? false) && HDProjectSettings.defaultDXRScenePrefab == null) || HDProjectSettings.defaultScenePrefab == null) { Debug.LogWarning(defaultSceneNotSetWarning); return; } if (setup == NewSceneSetup.DefaultGameObjects) { ClearScene(scene); FillScene(scene); } }
internal static void NewSceneCreated(Scene myNewScene, NewSceneSetup setup, NewSceneMode mode) { _previousScene = _lastScene; _lastScene = newScene; _newSceneNotSaved = true; var now = System.DateTime.Now; var lastOpened = $"{now.ToShortDateString()} at {now.ToShortTimeString()}"; var scene = new RecentScene(myNewScene, instance, lastOpened, true); if (scene.data != null) { var userName = GetUserName(); scene.data.lastEditedBy = userName; scene.data.lastEditedDate = lastOpened; scene.data.Save(); } pathAndScene[myNewScene.path] = scene; UpdatePreviousScenes(); }
public static void SceneCreating(Scene scene, NewSceneSetup setup, NewSceneMode mode) { if (Camera.main != null) { var camGO = Camera.main.gameObject; GameObject.DestroyImmediate(camGO.gameObject); } var light = GameObject.Find("Directional Light"); if (light != null) { GameObject.DestroyImmediate(light.gameObject); } new GameObject("[SETUP]"); new GameObject("[SCENE]"); Debug.Log("New scene created!"); }
private static extern void INTERNAL_CALL_NewScene(NewSceneSetup setup, NewSceneMode mode, out Scene value);
private static void Internal_NewSceneWasCreated(Scene scene, NewSceneMode mode) { if (sceneWasCreated != null) { sceneWasCreated(scene, mode); } }