Geschaeft Update
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||||
serializedVersion: 3
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human: []
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skeleton: []
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||||
armTwist: 0.5
|
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foreArmTwist: 0.5
|
||||
upperLegTwist: 0.5
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||||
legTwist: 0.5
|
||||
armStretch: 0.05
|
||||
legStretch: 0.05
|
||||
feetSpacing: 0
|
||||
globalScale: 1
|
||||
rootMotionBoneName:
|
||||
hasTranslationDoF: 0
|
||||
hasExtraRoot: 0
|
||||
skeletonHasParents: 1
|
||||
lastHumanDescriptionAvatarSource: {instanceID: 0}
|
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autoGenerateAvatarMappingIfUnspecified: 1
|
||||
animationType: 2
|
||||
humanoidOversampling: 1
|
||||
avatarSetup: 0
|
||||
addHumanoidExtraRootOnlyWhenUsingAvatar: 1
|
||||
importBlendShapeDeformPercent: 1
|
||||
remapMaterialsIfMaterialImportModeIsNone: 0
|
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additionalBone: 0
|
||||
userData:
|
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assetBundleName:
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assetBundleVariant:
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Viagg-io/Assets/Models/vitrine.fbx
Normal file
BIN
Viagg-io/Assets/Models/vitrine.fbx
Normal file
Binary file not shown.
109
Viagg-io/Assets/Models/vitrine.fbx.meta
Normal file
109
Viagg-io/Assets/Models/vitrine.fbx.meta
Normal file
@ -0,0 +1,109 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1f4a282c74d673d4db3ddce96640b3cf
|
||||
ModelImporter:
|
||||
serializedVersion: 22200
|
||||
internalIDToNameTable: []
|
||||
externalObjects: {}
|
||||
materials:
|
||||
materialImportMode: 0
|
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materialName: 0
|
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materialSearch: 1
|
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materialLocation: 1
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||||
animations:
|
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legacyGenerateAnimations: 4
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bakeSimulation: 0
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resampleCurves: 1
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optimizeGameObjects: 0
|
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removeConstantScaleCurves: 0
|
||||
motionNodeName:
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||||
rigImportErrors:
|
||||
rigImportWarnings:
|
||||
animationImportErrors:
|
||||
animationImportWarnings:
|
||||
animationRetargetingWarnings:
|
||||
animationDoRetargetingWarnings: 0
|
||||
importAnimatedCustomProperties: 0
|
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importConstraints: 0
|
||||
animationCompression: 1
|
||||
animationRotationError: 0.5
|
||||
animationPositionError: 0.5
|
||||
animationScaleError: 0.5
|
||||
animationWrapMode: 0
|
||||
extraExposedTransformPaths: []
|
||||
extraUserProperties: []
|
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clipAnimations: []
|
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isReadable: 0
|
||||
meshes:
|
||||
lODScreenPercentages: []
|
||||
globalScale: 1
|
||||
meshCompression: 0
|
||||
addColliders: 0
|
||||
useSRGBMaterialColor: 1
|
||||
sortHierarchyByName: 1
|
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importPhysicalCameras: 1
|
||||
importVisibility: 1
|
||||
importBlendShapes: 1
|
||||
importCameras: 0
|
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importLights: 0
|
||||
nodeNameCollisionStrategy: 1
|
||||
fileIdsGeneration: 2
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swapUVChannels: 0
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generateSecondaryUV: 0
|
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useFileUnits: 1
|
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keepQuads: 0
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weldVertices: 1
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||||
bakeAxisConversion: 1
|
||||
preserveHierarchy: 0
|
||||
skinWeightsMode: 0
|
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maxBonesPerVertex: 4
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minBoneWeight: 0.001
|
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optimizeBones: 1
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||||
meshOptimizationFlags: -1
|
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indexFormat: 0
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secondaryUVAngleDistortion: 8
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||||
secondaryUVAreaDistortion: 15.000001
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secondaryUVHardAngle: 88
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secondaryUVMarginMethod: 1
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secondaryUVMinLightmapResolution: 40
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secondaryUVMinObjectScale: 1
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secondaryUVPackMargin: 4
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useFileScale: 0
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strictVertexDataChecks: 0
|
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tangentSpace:
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||||
normalSmoothAngle: 60
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normalImportMode: 1
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tangentImportMode: 3
|
||||
normalCalculationMode: 4
|
||||
legacyComputeAllNormalsFromSmoothingGroupsWhenMeshHasBlendShapes: 0
|
||||
blendShapeNormalImportMode: 1
|
||||
normalSmoothingSource: 0
|
||||
referencedClips: []
|
||||
importAnimation: 1
|
||||
humanDescription:
|
||||
serializedVersion: 3
|
||||
human: []
|
||||
skeleton: []
|
||||
armTwist: 0.5
|
||||
foreArmTwist: 0.5
|
||||
upperLegTwist: 0.5
|
||||
legTwist: 0.5
|
||||
armStretch: 0.05
|
||||
legStretch: 0.05
|
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feetSpacing: 0
|
||||
globalScale: 1
|
||||
rootMotionBoneName:
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||||
hasTranslationDoF: 0
|
||||
hasExtraRoot: 0
|
||||
skeletonHasParents: 1
|
||||
lastHumanDescriptionAvatarSource: {instanceID: 0}
|
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autoGenerateAvatarMappingIfUnspecified: 1
|
||||
animationType: 2
|
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humanoidOversampling: 1
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||||
avatarSetup: 0
|
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addHumanoidExtraRootOnlyWhenUsingAvatar: 1
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importBlendShapeDeformPercent: 1
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remapMaterialsIfMaterialImportModeIsNone: 0
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additionalBone: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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8
Viagg-io/Assets/PlacmentTool.meta
Normal file
8
Viagg-io/Assets/PlacmentTool.meta
Normal file
@ -0,0 +1,8 @@
|
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fileFormatVersion: 2
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guid: 6943dd0e44c2f82429b3a51a8b802281
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folderAsset: yes
|
||||
DefaultImporter:
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externalObjects: {}
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userData:
|
||||
assetBundleName:
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assetBundleVariant:
|
8
Viagg-io/Assets/PlacmentTool/Editor.meta
Normal file
8
Viagg-io/Assets/PlacmentTool/Editor.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b2ca50dcae34dcc4ab7a34c5d6b2d934
|
||||
folderAsset: yes
|
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DefaultImporter:
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externalObjects: {}
|
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userData:
|
||||
assetBundleName:
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assetBundleVariant:
|
630
Viagg-io/Assets/PlacmentTool/Editor/PrefabPlacementTool.cs
Normal file
630
Viagg-io/Assets/PlacmentTool/Editor/PrefabPlacementTool.cs
Normal file
@ -0,0 +1,630 @@
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
using System.Collections.Generic;
|
||||
|
||||
|
||||
|
||||
|
||||
public class PrefabPlacementTool : EditorWindow
|
||||
{
|
||||
|
||||
public enum Type
|
||||
{
|
||||
Physical,
|
||||
Place,
|
||||
Decal,
|
||||
}
|
||||
|
||||
public Type type = Type.Physical;
|
||||
private Type previousType = Type.Physical; // Äîáàâèì ïåðåìåííóþ äëÿ õðàíåíèÿ ïðåäûäóùåãî ðåæèìà
|
||||
|
||||
public enum Mode
|
||||
{
|
||||
Sequential,
|
||||
Random,
|
||||
}
|
||||
|
||||
public Mode mode = Mode.Sequential;
|
||||
|
||||
[HideInInspector]
|
||||
private List<GameObject> prefabsToPlace = new List<GameObject>();
|
||||
private List<GameObject> prefabsToRemove = new List<GameObject>();
|
||||
|
||||
public Vector3 rotation;
|
||||
public bool randomRotation;
|
||||
public Vector3 randomSizeMin = new Vector3(1f, 1f, 1f);
|
||||
public Vector3 randomSizeMax = new Vector3(1f, 1f, 1f);
|
||||
public bool sizeProportionally = true;
|
||||
|
||||
public float placementHeight = 1.0f;
|
||||
private int currentPrefabIndex = 0;
|
||||
private int groupIndex = 1;
|
||||
|
||||
[HideInInspector]
|
||||
private string savePath = "Assets/PlacmentTool/Prefabs/SavePrefab/"; // Íà÷àëüíîå çíà÷åíèå ïóòè ñîõðàíåíèÿ
|
||||
|
||||
|
||||
|
||||
public GameObject pointerPrefab;
|
||||
public GameObject pointerPrefabHeight;
|
||||
|
||||
|
||||
private GameObject pointerInstance;
|
||||
private GameObject pointerHeightInstance;
|
||||
|
||||
public bool showPrefabsList = true;
|
||||
private bool isPlaying = false;
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void FindPointerPrefabs()
|
||||
{
|
||||
pointerPrefab = FindPrefabByName("PointerPrefab");
|
||||
pointerPrefabHeight = FindPrefabByName("PointerHeightPrefab");
|
||||
}
|
||||
|
||||
GameObject FindPrefabByName(string prefabName)
|
||||
{
|
||||
string[] guids = AssetDatabase.FindAssets(prefabName); // Èùåì ïðåôàáû ñ óêàçàííûì èìåíåì
|
||||
|
||||
if (guids.Length > 0)
|
||||
{
|
||||
string path = AssetDatabase.GUIDToAssetPath(guids[0]); // Áåðåì ïåðâûé íàéäåííûé ïðåôàá
|
||||
return AssetDatabase.LoadAssetAtPath<GameObject>(path);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("Prefab with name " + prefabName + " not found!");
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (isPlaying)
|
||||
{
|
||||
if (Input.GetMouseButtonDown(0))
|
||||
{
|
||||
if (Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl))
|
||||
{
|
||||
DeleteObjectUnderCursor();
|
||||
}
|
||||
else
|
||||
{
|
||||
PlaceNextPrefab();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Ïðîâåðêà íà èçìåíåíèå ðåæèìà
|
||||
if (type != previousType)
|
||||
{
|
||||
|
||||
if (pointerHeightInstance != null)
|
||||
{
|
||||
Destroy(pointerHeightInstance);
|
||||
pointerHeightInstance = null;
|
||||
}
|
||||
|
||||
|
||||
previousType = type; // Îáíîâëÿåì ïðåäûäóùèé ðåæèì
|
||||
}
|
||||
|
||||
MovePointerWithCursor();
|
||||
}
|
||||
|
||||
void OnGUI()
|
||||
{
|
||||
|
||||
EditorGUILayout.LabelField("Prefab Placement Tool Settings", EditorStyles.boldLabel);
|
||||
|
||||
type = (Type)EditorGUILayout.EnumPopup("Placement Type", type);
|
||||
mode = (Mode)EditorGUILayout.EnumPopup("Placement Mode", mode);
|
||||
|
||||
EditorGUILayout.Space();
|
||||
List<GameObject> prefabsToRemove = new List<GameObject>();
|
||||
|
||||
|
||||
for (int i = 0; i < prefabsToPlace.Count; i++)
|
||||
{
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
prefabsToPlace[i] = (GameObject)EditorGUILayout.ObjectField("Prefab " + i, prefabsToPlace[i], typeof(GameObject), false);
|
||||
if (GUILayout.Button("Remove"))
|
||||
{
|
||||
prefabsToRemove.Add(prefabsToPlace[i]);
|
||||
}
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
// Óäàëåíèå ýëåìåíòîâ ïîñëå çàâåðøåíèÿ îòðèñîâêè èíòåðôåéñà
|
||||
foreach (var prefab in prefabsToRemove)
|
||||
{
|
||||
prefabsToPlace.Remove(prefab);
|
||||
}
|
||||
prefabsToRemove.Clear();
|
||||
|
||||
if (GUILayout.Button("Add Prefab"))
|
||||
{
|
||||
prefabsToPlace.Add(null);
|
||||
}
|
||||
GUILayout.Space(20);
|
||||
// Ïåðåíåñëè êíîïêó "Clear List" íèæå ñïèñêà ïðåôàáîâ
|
||||
if (GUILayout.Button("Clear List"))
|
||||
{
|
||||
prefabsToPlace.Clear();
|
||||
}
|
||||
EditorGUILayout.Space();
|
||||
rotation = EditorGUILayout.Vector3Field("Rotation", rotation);
|
||||
randomRotation = EditorGUILayout.Toggle("Random Rotation", randomRotation);
|
||||
|
||||
EditorGUILayout.Space();
|
||||
sizeProportionally = EditorGUILayout.Toggle("Size Proportionally", sizeProportionally);
|
||||
|
||||
if (sizeProportionally)
|
||||
{
|
||||
float minSize = EditorGUILayout.FloatField("Random Size Min", randomSizeMin.x);
|
||||
randomSizeMin = new Vector3(minSize, minSize, minSize);
|
||||
|
||||
float maxSize = EditorGUILayout.FloatField("Random Size Max", randomSizeMax.x);
|
||||
randomSizeMax = new Vector3(maxSize, maxSize, maxSize);
|
||||
}
|
||||
else
|
||||
{
|
||||
randomSizeMin = EditorGUILayout.Vector3Field("Random Size Min", randomSizeMin);
|
||||
randomSizeMax = EditorGUILayout.Vector3Field("Random Size Max", randomSizeMax);
|
||||
}
|
||||
|
||||
GUILayout.Space(10);
|
||||
|
||||
if (GUILayout.Button("Clear Objects"))
|
||||
{
|
||||
ClearObjects();
|
||||
}
|
||||
|
||||
GUILayout.Space(20);
|
||||
if (GUILayout.Button("Group Objects"))
|
||||
{
|
||||
GroupObjects();
|
||||
}
|
||||
|
||||
if (GUILayout.Button("Save Grouped Prefab"))
|
||||
{
|
||||
SavePrefabs();
|
||||
}
|
||||
|
||||
GUILayout.Space(10);
|
||||
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
GUILayout.FlexibleSpace();
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
GUILayout.Space(10);
|
||||
|
||||
EditorGUILayout.Space();
|
||||
|
||||
GUILayout.Label("Save Path", EditorStyles.boldLabel);
|
||||
GUILayout.BeginHorizontal();
|
||||
savePath = EditorGUILayout.TextField(savePath);
|
||||
if (GUILayout.Button("Select Folder", GUILayout.Width(100)))
|
||||
{
|
||||
string selectedPath = EditorUtility.OpenFolderPanel("Select Save Folder", "", "");
|
||||
if (!string.IsNullOrEmpty(selectedPath))
|
||||
{
|
||||
// Åñëè âûáðàíà ïàïêà, îáíîâëÿåì savePath
|
||||
savePath = "Assets" + selectedPath.Replace(Application.dataPath, "") + "/";
|
||||
}
|
||||
}
|
||||
GUILayout.EndHorizontal();
|
||||
|
||||
placementHeight = EditorGUILayout.FloatField("Placement Height", placementHeight);
|
||||
|
||||
pointerPrefab = (GameObject)EditorGUILayout.ObjectField("Pointer Prefab", pointerPrefab, typeof(GameObject), false);
|
||||
pointerPrefabHeight = (GameObject)EditorGUILayout.ObjectField("Pointer Prefab Height", pointerPrefabHeight, typeof(GameObject), false);
|
||||
|
||||
|
||||
|
||||
EditorGUILayout.Space();
|
||||
|
||||
if (!EditorApplication.isPlaying)
|
||||
{
|
||||
GUI.enabled = false; // Áëîêèðîâêà êíîïîê â ðåæèìå ðåäàêòèðîâàíèÿ
|
||||
}
|
||||
|
||||
if (GUILayout.Button(isPlaying ? "Stop" : "Play"))
|
||||
{
|
||||
TogglePlay();
|
||||
}
|
||||
|
||||
GUI.enabled = true; // Âîññòàíîâëåíèå àêòèâíîñòè äëÿ äðóãèõ ýëåìåíòîâ èíòåðôåéñà
|
||||
|
||||
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
FindPointerPrefabs(); // Âûçûâàåì ìåòîä ïîèñêà ïðåôàáîâ ïðè àêòèâàöèè îêíà èíñïåêòîðà
|
||||
EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
EditorApplication.playModeStateChanged -= OnPlayModeStateChanged;
|
||||
}
|
||||
|
||||
private void OnPlayModeStateChanged(PlayModeStateChange state)
|
||||
{
|
||||
if (state == PlayModeStateChange.ExitingPlayMode && isPlaying)
|
||||
{
|
||||
isPlaying = false;
|
||||
HidePointer();
|
||||
}
|
||||
}
|
||||
|
||||
private void TogglePlay()
|
||||
{
|
||||
if (EditorApplication.isPlaying)
|
||||
{
|
||||
isPlaying = !isPlaying;
|
||||
|
||||
if (isPlaying)
|
||||
{
|
||||
Debug.Log("Prefab Placement Tool Playing");
|
||||
CreatePointer();
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("Prefab Placement Tool Stopped");
|
||||
HidePointer();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("You can only toggle play mode while in play mode.");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
[MenuItem("Window/Prefab Placement Tool")]
|
||||
public static void ToggleWindow()
|
||||
{
|
||||
GetWindow<PrefabPlacementTool>("Prefab Placement Tool");
|
||||
}
|
||||
|
||||
void DeleteObjectUnderCursor()
|
||||
{
|
||||
RaycastHit hit;
|
||||
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
|
||||
|
||||
if (Physics.Raycast(ray, out hit))
|
||||
{
|
||||
GameObject objectToDelete = hit.collider.gameObject;
|
||||
|
||||
if ((Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl)))
|
||||
{
|
||||
if (objectToDelete.CompareTag("PlacedObject"))
|
||||
{
|
||||
Undo.DestroyObjectImmediate(objectToDelete);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Quaternion GenerateRandomRotation(Vector3 maxRotation)
|
||||
{
|
||||
if (randomRotation)
|
||||
{
|
||||
return Quaternion.Euler(
|
||||
Random.Range(0f, maxRotation.x),
|
||||
Random.Range(0f, maxRotation.y),
|
||||
Random.Range(0f, maxRotation.z)
|
||||
);
|
||||
}
|
||||
else
|
||||
{
|
||||
return Quaternion.Euler(maxRotation);
|
||||
}
|
||||
}
|
||||
void PlaceNextPrefab()
|
||||
{
|
||||
if (prefabsToPlace.Count == 0)
|
||||
{
|
||||
Debug.LogWarning("List of prefabs to place is empty.");
|
||||
return;
|
||||
}
|
||||
|
||||
GameObject prefabToInstantiate = null;
|
||||
|
||||
if (mode == Mode.Sequential)
|
||||
{
|
||||
if (currentPrefabIndex >= prefabsToPlace.Count)
|
||||
{
|
||||
currentPrefabIndex = 0; // Return to the beginning of the list
|
||||
}
|
||||
|
||||
prefabToInstantiate = prefabsToPlace[currentPrefabIndex];
|
||||
currentPrefabIndex++;
|
||||
}
|
||||
else if (mode == Mode.Random)
|
||||
{
|
||||
int randomIndex = Random.Range(0, prefabsToPlace.Count);
|
||||
prefabToInstantiate = prefabsToPlace[randomIndex];
|
||||
}
|
||||
|
||||
if (prefabToInstantiate != null)
|
||||
{
|
||||
RaycastHit hit;
|
||||
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
|
||||
|
||||
if (Physics.Raycast(ray, out hit))
|
||||
{
|
||||
Vector3 spawnPosition = hit.point;
|
||||
Quaternion spawnRotation = GenerateRandomRotation(rotation);
|
||||
|
||||
Vector3 GenerateRandomScale(Vector3 min, Vector3 max)
|
||||
{
|
||||
if (sizeProportionally)
|
||||
{
|
||||
float randomSize = Random.Range(min.x, max.x);
|
||||
return new Vector3(randomSize, randomSize, randomSize);
|
||||
}
|
||||
else
|
||||
{
|
||||
return new Vector3(
|
||||
Random.Range(min.x, max.x),
|
||||
Random.Range(min.y, max.y),
|
||||
Random.Range(min.z, max.z)
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
if (type == Type.Place || type == Type.Decal || type == Type.Physical)
|
||||
{
|
||||
Vector3 randomScale = GenerateRandomScale(randomSizeMin, randomSizeMax);
|
||||
|
||||
if (type == Type.Place)
|
||||
{
|
||||
spawnPosition.y += 0.1f;
|
||||
GameObject newObject = Instantiate(prefabToInstantiate, spawnPosition, spawnRotation);
|
||||
newObject.tag = "PlacedObject";
|
||||
newObject.transform.localScale = randomScale;
|
||||
|
||||
Rigidbody createdRB = newObject.GetComponent<Rigidbody>();
|
||||
if (createdRB == null)
|
||||
{
|
||||
createdRB = newObject.AddComponent<Rigidbody>();
|
||||
createdRB.mass = 1f; // Set high mass
|
||||
createdRB.drag = 20f; // Set movement resistance
|
||||
createdRB.angularDrag = 10f; // Set rotation resistance
|
||||
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||||
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||||
}
|
||||
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||||
}
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else if (type == Type.Decal)
|
||||
{
|
||||
Vector3 decalSpawnPosition = hit.point + hit.normal * 0.001f;
|
||||
Quaternion decalSpawnRotation = spawnRotation;
|
||||
GameObject newDecalObject = Instantiate(prefabToInstantiate, decalSpawnPosition, decalSpawnRotation);
|
||||
newDecalObject.tag = "PlacedObject";
|
||||
newDecalObject.transform.localScale = randomScale;
|
||||
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||||
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||||
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||||
}
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else if (type == Type.Physical)
|
||||
{
|
||||
spawnPosition.y += placementHeight;
|
||||
GameObject newPhysicalObject = (GameObject)PrefabUtility.InstantiatePrefab(prefabToInstantiate);
|
||||
newPhysicalObject.transform.position = spawnPosition;
|
||||
newPhysicalObject.transform.rotation = spawnRotation;
|
||||
newPhysicalObject.tag = "PlacedObject";
|
||||
newPhysicalObject.transform.localScale = randomScale;
|
||||
|
||||
|
||||
Rigidbody createdPhysicalRB = newPhysicalObject.GetComponent<Rigidbody>();
|
||||
if (createdPhysicalRB == null)
|
||||
{
|
||||
createdPhysicalRB = newPhysicalObject.AddComponent<Rigidbody>();
|
||||
}
|
||||
|
||||
Vector3 randomPhysicalScale = GenerateRandomScale(randomSizeMin, randomSizeMax);
|
||||
newPhysicalObject.transform.localScale = randomPhysicalScale;
|
||||
|
||||
createdPhysicalRB.mass = 40 * (newPhysicalObject.transform.localScale.x * newPhysicalObject.transform.localScale.y * newPhysicalObject.transform.localScale.z);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void MovePointerWithCursor()
|
||||
{
|
||||
if (isPlaying)
|
||||
{
|
||||
if (pointerInstance == null && pointerPrefab != null)
|
||||
{
|
||||
// Instantiate the pointerPrefab if it hasn't been instantiated yet
|
||||
pointerInstance = Instantiate(pointerPrefab);
|
||||
}
|
||||
|
||||
// Check if the pointerInstance exists and the mouse position is valid
|
||||
if (pointerInstance != null && Camera.main != null)
|
||||
{
|
||||
RaycastHit hit;
|
||||
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
|
||||
|
||||
if (Physics.Raycast(ray, out hit))
|
||||
{
|
||||
// Update the position of the pointer prefab to match the cursor's position
|
||||
pointerInstance.transform.position = hit.point;
|
||||
}
|
||||
}
|
||||
|
||||
if (type == Type.Physical)
|
||||
{
|
||||
if (pointerPrefabHeight != null)
|
||||
{
|
||||
if (pointerHeightInstance == null)
|
||||
{
|
||||
// Instantiate the pointerPrefabHeight if it hasn't been instantiated yet
|
||||
pointerHeightInstance = Instantiate(pointerPrefabHeight);
|
||||
}
|
||||
|
||||
RaycastHit hit;
|
||||
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
|
||||
|
||||
if (Physics.Raycast(ray, out hit))
|
||||
{
|
||||
// Set the position of the pointerPrefabHeight to the height above the hit point
|
||||
Vector3 heightPosition = hit.point + Vector3.up * placementHeight;
|
||||
pointerHeightInstance.transform.position = heightPosition;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void GroupObjects()
|
||||
{
|
||||
// Ñîçäàåì ïóñòîé GameObject, êîòîðûé áóäåò ñëóæèòü êîðíåâûì äëÿ ãðóïïèðîâêè îáúåêòîâ
|
||||
GameObject groupRoot = new GameObject("GroupedObjects_" + Random.Range(1000, 9999)); // Ãåíåðèðóåì ñëó÷àéíîå çíà÷åíèå â äèàïàçîíå îò 1000 äî 9999
|
||||
|
||||
// Äîáàâëÿåì ìàðêåð GroupedObjectMarker ê êîðíåâîìó îáúåêòó, ÷òîáû åãî ìîæíî áûëî ëåãêî îïîçíàòü
|
||||
GroupedObjectMarker marker = groupRoot.AddComponent<GroupedObjectMarker>();
|
||||
|
||||
// Íàõîäèì âñå îáúåêòû ñ òåãîì "PlacedObject" è äåëàåì èõ äî÷åðíèìè îáúåêòàìè êîðíåâîãî îáúåêòà
|
||||
GameObject[] allObjects = GameObject.FindGameObjectsWithTag("PlacedObject");
|
||||
foreach (GameObject obj in allObjects)
|
||||
{
|
||||
// Ïðîâåðÿåì, ÷òî îáúåêò íå ÿâëÿåòñÿ äî÷åðíèì îáúåêòîì äðóãîé ãðóïïû
|
||||
if (obj.transform.parent == null || obj.transform.parent.GetComponent<GroupedObjectMarker>() == null)
|
||||
{
|
||||
obj.transform.parent = groupRoot.transform;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
public void SavePrefabs()
|
||||
{
|
||||
// Find all objects with the GroupedObjectMarker script attached
|
||||
GroupedObjectMarker[] groupedObjects = FindObjectsOfType<GroupedObjectMarker>();
|
||||
|
||||
foreach (GroupedObjectMarker marker in groupedObjects)
|
||||
{
|
||||
// Get the root object
|
||||
Transform root = marker.transform;
|
||||
|
||||
// Get the original name of the root GameObject
|
||||
string originalName = root.gameObject.name;
|
||||
|
||||
// Create a list to hold references to the placed objects within this group
|
||||
List<GameObject> objectsToSave = new List<GameObject>();
|
||||
|
||||
// Find all children of the current group root
|
||||
foreach (Transform child in root)
|
||||
{
|
||||
objectsToSave.Add(child.gameObject);
|
||||
}
|
||||
|
||||
// Modify objects before saving as prefabs
|
||||
foreach (GameObject obj in objectsToSave)
|
||||
{
|
||||
// Enable colliders
|
||||
Collider[] colliders = obj.GetComponentsInChildren<Collider>();
|
||||
foreach (Collider _coll in colliders)
|
||||
{
|
||||
_coll.enabled = true;
|
||||
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|
||||
|
||||
// Remove MeshCollider components
|
||||
MeshCollider[] meshColliders = obj.GetComponentsInChildren<MeshCollider>();
|
||||
foreach (MeshCollider meshColl in meshColliders)
|
||||
{
|
||||
DestroyImmediate(meshColl);
|
||||
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|
||||
|
||||
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|
||||
Rigidbody[] rigidbodies = obj.GetComponentsInChildren<Rigidbody>();
|
||||
foreach (Rigidbody rb in rigidbodies)
|
||||
{
|
||||
DestroyImmediate(rb);
|
||||
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|
||||
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|
||||
|
||||
// Remove the GroupedObjectMarker component before saving as a prefab
|
||||
DestroyImmediate(marker);
|
||||
|
||||
// Create a prefab containing the modified objects within this group with the original name
|
||||
GameObject prefab = PrefabUtility.SaveAsPrefabAsset(root.gameObject, savePath + originalName + ".prefab");
|
||||
|
||||
|
||||
if (prefab == null)
|
||||
{
|
||||
Debug.Log("Folder not Found");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("Prefab saved at: " + savePath + originalName + ".prefab");
|
||||
// Restore the GroupedObjectMarker component after saving the prefab (optional)
|
||||
root.gameObject.AddComponent<GroupedObjectMarker>();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void CreatePointer()
|
||||
{
|
||||
if (pointerPrefab != null)
|
||||
{
|
||||
pointerInstance = Instantiate(pointerPrefab);
|
||||
|
||||
if (type == Type.Physical && pointerPrefabHeight != null)
|
||||
{
|
||||
pointerHeightInstance = Instantiate(pointerPrefabHeight);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void HidePointer()
|
||||
{
|
||||
if (pointerInstance != null)
|
||||
{
|
||||
Destroy(pointerInstance);
|
||||
pointerInstance = null;
|
||||
}
|
||||
if (pointerHeightInstance != null)
|
||||
{
|
||||
Destroy(pointerHeightInstance);
|
||||
pointerHeightInstance = null;
|
||||
}
|
||||
}
|
||||
public class GroupedObjectMarker : MonoBehaviour
|
||||
{
|
||||
// Ïóñòîé ìàðêåð äëÿ îáîçíà÷åíèÿ ãðóïïèðîâàííûõ îáúåêòîâ
|
||||
}
|
||||
|
||||
public void ClearObjects()
|
||||
{
|
||||
GameObject[] placedObjects = GameObject.FindGameObjectsWithTag("PlacedObject");
|
||||
foreach (GameObject obj in placedObjects)
|
||||
{
|
||||
Destroy(obj);
|
||||
}
|
||||
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|
||||
|
||||
|
||||
|
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