示例#1
0
        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);
        }
示例#2
0
 void OnNewSceneCreated(Scene scene, NewSceneSetup setup, NewSceneMode mode)
 {
     if (!currentItem.isMainStage)
     {
         GoToMainStage(false, Analytics.ChangeType.GoToMainViaNewSceneCreated);
     }
 }
示例#3
0
 void OnNewSceneCreated(Scene scene, NewSceneSetup setup, NewSceneMode mode)
 {
     if (!(currentStage is MainStage))
     {
         GoToMainStage(Analytics.ChangeType.GoToMainViaNewSceneCreated);
     }
 }
示例#4
0
    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");
    }
示例#5
0
    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!");
    }
示例#6
0
 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);
     }
 }
示例#8
0
 private static void OnNewSceneCreated(Scene scene, NewSceneSetup setup, NewSceneMode mode)
 {
     if (mode == NewSceneMode.Single && !_autoGenerateLighting)
     {
         EditorHelper.ChangeAutoGenerateLightingState(false);
     }
 }
示例#9
0
 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);
     }
 }
示例#13
0
    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);
 }
示例#17
0
 static void OnNewSceneCreated(Scene scene, NewSceneSetup setup, NewSceneMode mode)
 {
     if (!s_CurrentInMemorySceneState.valid || mode != NewSceneMode.Single)
     {
         return;
     }
     if (s_CurrentInMemorySceneState.guid != scene.guid)
     {
         ClearInMemorySceneState();
     }
 }
示例#18
0
        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);
        }
示例#19
0
 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);
     }
 }
示例#20
0
 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);
        }
示例#23
0
 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();
//		}
    }
示例#25
0
    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);
            }
        }
示例#27
0
 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);
 }
示例#28
0
        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);
            }
        }
示例#29
0
        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();
        }
示例#30
0
    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);
     }
 }