PO/Library/PackageCache/com.unity.2d.spriteshape@5.1.4/Editor/ObjectMenuCreation/GameObjectCreation.cs

111 lines
4.7 KiB
C#

using System;
using System.Linq;
using UnityEditor.Presets;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.U2D;
namespace UnityEditor.U2D.SpriteShape
{
class GameObjectCreation
{
const int k_MenuPriority = 4;
[MenuItem("GameObject/2D Object/Sprite Shape/Open Shape", false, k_MenuPriority)]
static void MenuItem_GameObject2DObjectSpriteShapeOpenShape(MenuCommand menuCommand)
{
var asset = AssetDatabase.LoadAssetAtPath<GameObject>("Packages/com.unity.2d.spriteshape/Editor/ObjectMenuCreation/DefaultAssets/Sprite Shapes/Open Sprite Shape.prefab") as GameObject;
var preset = new PresetType(asset.GetComponent<SpriteShapeController>());
var defaults = Preset.GetDefaultPresetsForType(preset).Count(x => x.enabled);
if(defaults == 0)
CreateGameObjectFromTemplate(asset, menuCommand);
else
{
var go = CreateGameObject("Open Sprite Shape", menuCommand, new []{typeof(SpriteShapeController)});
go.GetComponent<SpriteShapeController>().spline.isOpenEnded = true;
}
}
[MenuItem("GameObject/2D Object/Sprite Shape/Closed Shape", false, k_MenuPriority)]
static void MenuItem_GameObject2DObjectSpriteShapeClosedShape(MenuCommand menuCommand)
{
var asset = AssetDatabase.LoadAssetAtPath<GameObject>("Packages/com.unity.2d.spriteshape/Editor/ObjectMenuCreation/DefaultAssets/Sprite Shapes/Closed Sprite Shape.prefab") as GameObject;
var preset = new PresetType(asset.GetComponent<SpriteShapeController>());
var defaults = Preset.GetDefaultPresetsForType(preset).Count(x => x.enabled);
if(defaults == 0)
CreateGameObjectFromTemplate(asset, menuCommand);
else
{
var go = CreateGameObject("Closed Sprite Shape", menuCommand, new []{typeof(SpriteShapeController)});
go.GetComponent<SpriteShapeController>().spline.isOpenEnded = false;
}
}
static public GameObject CreateGameObjectFromTemplate(GameObject template, MenuCommand menuCommand)
{
var parent = menuCommand.context as GameObject;
var fileName = System.IO.Path.GetFileNameWithoutExtension(AssetDatabase.GetAssetPath(template));
var newGO = GameObject.Instantiate(template);
newGO.name = fileName;
Selection.activeObject = newGO;
Place(newGO, parent);
Undo.RegisterCreatedObjectUndo(newGO, string.Format("Create {0}", fileName));
return newGO;
}
static public GameObject CreateGameObject(string name, MenuCommand menuCommand, params Type[] components)
{
var parent = menuCommand.context as GameObject;
var newGO = ObjectFactory.CreateGameObject(name, components);
newGO.name = name;
Selection.activeObject = newGO;
Place(newGO, parent);
Undo.RegisterCreatedObjectUndo(newGO, string.Format("Create {0}", name));
return newGO;
}
internal static void Place(GameObject go, GameObject parentTransform)
{
if (parentTransform != null)
{
var transform = go.transform;
Undo.SetTransformParent(transform, parentTransform.transform, "Reparenting");
transform.localPosition = Vector3.zero;
transform.localRotation = Quaternion.identity;
transform.localScale = Vector3.one;
go.layer = parentTransform.gameObject.layer;
if (parentTransform.GetComponent<RectTransform>())
ObjectFactory.AddComponent<RectTransform>(go);
}
else
{
PlaceGameObjectInFrontOfSceneView(go);
StageUtility.PlaceGameObjectInCurrentStage(go); // may change parent
}
// Only at this point do we know the actual parent of the object and can modify its name accordingly.
GameObjectUtility.EnsureUniqueNameForSibling(go);
Undo.SetCurrentGroupName("Create " + go.name);
Selection.activeGameObject = go;
if (EditorSettings.defaultBehaviorMode == EditorBehaviorMode.Mode2D)
{
var position = go.transform.position;
position.z = 0;
go.transform.position = position;
}
}
internal static void PlaceGameObjectInFrontOfSceneView(GameObject go)
{
var view = SceneView.lastActiveSceneView;
if (view != null)
{
view.MoveToView(go.transform);
}
}
}
}