private static void DrawHandles(SuperColliderComponent component, GizmoType gizmoType)
        {
            // Only draw gizmos for the SuperObject if we have it in our set
            // This way users can disable gizmos for the SuperObject through the Gizmos menu
            if (!SuperColliderComponent.GizmoDrawCommands.Contains(component))
            {
                return;
            }
            else
            {
                SuperColliderComponent.GizmoDrawCommands.Remove(component);
            }

            if (m_Settings == null)
            {
                m_Settings = ST2USettings.LoadSettings();

                if (m_Settings == null)
                {
                    // If something goes wrong use some dummy settings
                    m_Settings = ScriptableObject.CreateInstance <ST2USettings>();
                }
            }

            if (m_Settings != null)
            {
                ColliderGizmos.DrawColliders(component.gameObject, m_Settings);
            }
        }
示例#2
0
        // This is only invoked by a deployment batch file
        private static void DeploySuperTiled2Unity()
        {
            var settings = ST2USettings.LoadSettings();
            var path     = string.Format("{0}/../../deploy/SuperTiled2Unity.{1}.unitypackage", Application.dataPath, settings.Version);

            Directory.CreateDirectory(Path.GetDirectoryName(path));
            AssetDatabase.ExportPackage("Assets/SuperTiled2Unity", path, ExportPackageOptions.Recurse);
        }
        private void WrapImportContext(AssetImportContext ctx)
        {
            var settings = ST2USettings.LoadSettings();

            if (settings == null)
            {
                settings = ScriptableObject.CreateInstance <ST2USettings>();
            }

            var icons = ST2USettings.LoadIcons();

            if (icons == null)
            {
                icons = ScriptableObject.CreateInstance <SuperIcons>();
            }

            // Create a copy of our settings that we can override based on importer settings
            settings = GameObject.Instantiate <ST2USettings>(settings);
            OverrideSettings(settings);

            SuperImportContext = new SuperImportContext(ctx, settings, icons);
        }