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CrowdControl/Assets/3rd/D2D_Scripts/Tools/Editor/PrefabPlacerEditor.cs

87 lines
2.3 KiB
C#

2 months ago
using UnityEngine;
using D2D;
using D2D.Utilities;
using DG.Tweening;
using UnityEditor;
[CustomEditor(typeof(PrefabPlacer))]
public class PrefabPlacerEditor : SuperEditor
{
private static bool _isEditMode;
void OnSceneGUI()
{
Event e = Event.current;
if(e.type == EventType.KeyDown && e.keyCode == KeyCode.Q)
_isEditMode = !_isEditMode;
if (!_isEditMode)
return;
EditorApplication.update += () =>
{
var placer = target as PrefabPlacer;
if (placer == null || !_isEditMode)
return;
Selection.activeGameObject = placer.gameObject;
};
if (Event.current.type == EventType.MouseDown)
{
Ray worldRay = HandleUtility.GUIPointToWorldRay(Event.current.mousePosition);
if (Physics.Raycast(worldRay, out RaycastHit hitInfo))
{
var placer = target as PrefabPlacer;
if (placer == null || placer.Prefabs.IsNullOrEmpty())
return;
var prefab = placer.Prefabs.GetRandomElement();
var instance = Instantiate(prefab);
instance.transform.position = hitInfo.point + placer.Offset;
EditorUtility.SetDirty(instance);
Selection.activeGameObject = placer.gameObject;
}
Event.current.Use();
}
}
public override void OnInspectorGUI()
{
Event e = Event.current;
if(e.type == EventType.KeyDown && e.keyCode == KeyCode.Q)
_isEditMode = !_isEditMode;
if (_isEditMode)
{
GUI.backgroundColor = Color.red;
if (GUILayout.Button("Disable Editing"))
{
_isEditMode = false;
}
GUI.backgroundColor = Color.white;
}
else
{
GUI.backgroundColor = Color.green;
if (GUILayout.Button("Enable Editing"))
{
_isEditMode = true;
}
GUI.backgroundColor = Color.white;
}
ShowProperty("_prefabs");
ShowProperty("_offset");
serializedObject.ApplyModifiedProperties();
}
}