示例#1
0
 public LevelEditorPropertyData(ExposedProperty property, IExposedToLevelEditor exposedComponent)
 {
     id    = property.ID;
     value = exposedComponent?.GetValue(property.ID);
     // Used for Unity references. They need to be converted to a simple component.
     type = property.Type;
     if (property is ExposedArray array)
     {
         if (array.ElementType.IsSubclassOf(typeof(Component)))
         {
             if (type.IsGenericType && (type.GetGenericTypeDefinition() == typeof(List <>)))
             {
                 //type = typeof(List<>).MakeGenericType(typeof(Component));
                 throw new NotSupportedException($"List<{array.ElementType}> is not supported. For collection of Unity objects, use array instead.");
             }
             else
             {
                 type = typeof(Component).MakeArrayType();
             }
         }
     }
     else
     {
         // type = property.Type.IsSubclassOf(typeof(Component)) ? typeof(Component) : property.Type;
         type = ComponentDataWrapper.IsComponent(property.Type) ? typeof(ComponentDataWrapper) : property.Type;
     }
     typeName = type.FullName;
 }
示例#2
0
        private void SetParent(ComponentDataWrapper wrapper)
        {
            if (wrapper.TryGetObject(out ILevelEditorObject parent))
            {
                Target.SetParent(parent.MyGameObject.transform);
                LevelEditorObject.Parent = parent;
                parent.AddChild(LevelEditorObject);
            }
            else
            {
                Target.SetParent(null);
            }

            lastEditValue = new ComponentDataWrapper(transform.parent);
        }
示例#3
0
            public Wrapper(Vector3 position, Vector3 rotation, Vector3 scale, ComponentDataWrapper parent, bool isDirty)
            {
                Values = new Dictionary <int, object>(4)
                {
                    { POSITION_ID, position },
                    { ROTATION_ID, rotation },
                    { SCALE_ID, scale },
                    { PARENT_ID, parent },
                };

                Dirty = new Dictionary <int, bool>(4)
                {
                    { POSITION_ID, isDirty },
                    { ROTATION_ID, isDirty },
                    { SCALE_ID, isDirty },
                    { PARENT_ID, isDirty }
                };
            }