mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-22 22:07:59 +01:00
499 lines
No EOL
17 KiB
C#
499 lines
No EOL
17 KiB
C#
/*******************************************************************************************
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* Author: Lane Gresham, AKA LaneMax
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* Websites: http://resurgamstudios.com
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* Description: Used for adding CGF tool menu , menu context, and gameobejct items.
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*******************************************************************************************/
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using UnityEngine;
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using UnityEditor;
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using System.Collections;
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namespace CircularGravityForce
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{
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public class CGF_Tool : EditorWindow
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{
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#region Enumes
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enum CGFOptions
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{
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_3D,
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_2D
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}
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//Constructor
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public CGF_Tool()
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{
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}
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#endregion
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#region MenuItems / ToolBar
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[MenuItem("GameObject/3D Object/CGF", false, 0)]
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public static void GameObject_3D_Object_CGF()
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{
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CreateSimpleCGF();
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}
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[MenuItem("GameObject/2D Object/CGF 2D", false, 0)]
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public static void GameObject_2D_Object_CGF()
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{
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CreateSimpleCGF2D();
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}
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[MenuItem("CONTEXT/CGF/Effects->Add 'AlignToForce'", false)]
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public static void AddAlignToForce(MenuCommand command)
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{
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CGF cgf = (CGF)command.context;
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cgf.gameObject.AddComponent<CGF_AlignToForce>();
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}
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[MenuItem("CONTEXT/CGF/Effects->Add 'NoGravity'", false)]
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public static void AddNoGravity(MenuCommand command)
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{
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CGF cgf = (CGF)command.context;
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cgf.gameObject.AddComponent<CGF_NoGravity>();
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}
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[MenuItem("CONTEXT/CGF/Mods->Add 'Pulse'", false)]
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public static void AddPulse(MenuCommand command)
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{
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CGF cgf = (CGF)command.context;
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cgf.gameObject.AddComponent<CGF_Pulse>();
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}
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[MenuItem("CONTEXT/CGF/Mods->Add 'SizeByRaycast'", false)]
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public static void AddSizeByRaycast(MenuCommand command)
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{
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CGF cgf = (CGF)command.context;
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cgf.gameObject.AddComponent<CGF_SizeByRaycast>();
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}
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[MenuItem("CONTEXT/CGF2D/Effects->Add 2D 'AlignToForce'", false)]
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public static void AddAlignToForce2D(MenuCommand command)
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{
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CGF2D cgf = (CGF2D)command.context;
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cgf.gameObject.AddComponent<CGF_AlignToForce2D>();
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}
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[MenuItem("CONTEXT/CGF2D/Effects->Add 2D 'NoGravity'", false)]
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public static void AddNoGravity2D(MenuCommand command)
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{
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CGF2D cgf = (CGF2D)command.context;
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cgf.gameObject.AddComponent<CGF_NoGravity2D>();
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}
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[MenuItem("CONTEXT/CGF2D/Mods->Add 2D 'Pulse'", false)]
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public static void AddPulse2D(MenuCommand command)
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{
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CGF2D cgf = (CGF2D)command.context;
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cgf.gameObject.AddComponent<CGF_Pulse2D>();
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}
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[MenuItem("CONTEXT/CGF2D/Mods->Add 2D 'SizeByRaycast'", false)]
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public static void AddSizeByRaycast2D(MenuCommand command)
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{
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CGF2D cgf = (CGF2D)command.context;
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cgf.gameObject.AddComponent<CGF_SizeByRaycast2D>();
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}
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[MenuItem("CONTEXT/CGF/Triggers->Add 'Enable'", false)]
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static void CONTEXT_CircularGravity_Create_Enable(MenuCommand command)
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{
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CGF cgf = (CGF)command.context;
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CreateEnableTrigger(cgf.gameObject, cgf);
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}
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[MenuItem("CONTEXT/CGF2D/Triggers->Add 2D 'Enable'", false)]
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static void CONTEXT_CircularGravity2D_Create_Enable(MenuCommand command)
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{
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CGF2D cgf = (CGF2D)command.context;
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CreateEnableTrigger2D(cgf.gameObject, cgf);
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}
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[MenuItem("CONTEXT/CGF/Triggers->Add 'Hover'", false)]
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static void CONTEXT_CircularGravity_Create_Hover(MenuCommand command)
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{
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CGF cgf = (CGF)command.context;
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CreateHoverTrigger(cgf.gameObject, cgf);
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}
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[MenuItem("CONTEXT/CGF2D/Triggers->Add 2D 'Hover'", false)]
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static void CONTEXT_CircularGravity2D_Create_Hover(MenuCommand command)
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{
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CGF2D cgf = (CGF2D)command.context;
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CreateHoverTrigger2D(cgf.gameObject, cgf);
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}
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[MenuItem("Tools/Resurgam Studios/CGF/Quick CGF &q", false, 1)]
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public static void QuickCGF()
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{
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CreateSimpleCGF();
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}
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[MenuItem("Tools/Resurgam Studios/CGF/Quick CGF 2D #&q", false, 2)]
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public static void QuickCGF2D()
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{
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CreateSimpleCGF2D();
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}
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[MenuItem("Tools/Resurgam Studios/CGF/Effects/Add 'AlignToForce'", true)]
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[MenuItem("Tools/Resurgam Studios/CGF/Effects/Add 'NoGravity'", true)]
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[MenuItem("Tools/Resurgam Studios/CGF/Mods/Add 'Pulse'", true)]
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[MenuItem("Tools/Resurgam Studios/CGF/Mods/Add 'SizeByRaycast'", true)]
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[MenuItem("Tools/Resurgam Studios/CGF/Triggers/Add 'Enable'", true)]
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[MenuItem("Tools/Resurgam Studios/CGF/Triggers/Add 'Hover'", true)]
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public static bool CGF_Validation()
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{
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if (Selection.activeGameObject != null)
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{
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if (Selection.activeGameObject.GetComponent<CGF>() != null)
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{
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return true;
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}
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}
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return false;
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}
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[MenuItem("Tools/Resurgam Studios/CGF/Effects/Add 2D 'AlignToForce'", true)]
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[MenuItem("Tools/Resurgam Studios/CGF/Effects/Add 2D 'NoGravity'", true)]
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[MenuItem("Tools/Resurgam Studios/CGF/Mods/Add 2D 'Pulse'", true)]
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[MenuItem("Tools/Resurgam Studios/CGF/Mods/Add 2D 'SizeByRaycast'", true)]
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[MenuItem("Tools/Resurgam Studios/CGF/Triggers/Add 2D 'Enable'", true)]
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[MenuItem("Tools/Resurgam Studios/CGF/Triggers/Add 2D 'Hover'", true)]
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public static bool CGF_Validation2D()
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{
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if (Selection.activeGameObject != null)
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{
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if (Selection.activeGameObject.GetComponent<CGF2D>() != null)
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{
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return true;
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}
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}
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return false;
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}
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[MenuItem("Tools/Resurgam Studios/CGF/Effects/Add 'AlignToForce'", false)]
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public static void AddAlignToForce()
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{
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Selection.activeGameObject.AddComponent<CGF_AlignToForce>();
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}
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[MenuItem("Tools/Resurgam Studios/CGF/Effects/Add 'NoGravity'", false)]
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public static void AddNoGravity()
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{
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Selection.activeGameObject.AddComponent<CGF_NoGravity>();
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}
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[MenuItem("Tools/Resurgam Studios/CGF/Mods/Add 'Pulse'", false)]
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public static void AddPulse()
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{
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Selection.activeGameObject.AddComponent<CGF_Pulse>();
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}
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[MenuItem("Tools/Resurgam Studios/CGF/Mods/Add 'SizeByRaycast'", false)]
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public static void AddSizeByRaycast()
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{
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Selection.activeGameObject.AddComponent<CGF_SizeByRaycast>();
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}
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[MenuItem("Tools/Resurgam Studios/CGF/Effects/Add 2D 'AlignToForce'", false)]
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public static void AddAlignToForce2D()
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{
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Selection.activeGameObject.AddComponent<CGF_AlignToForce2D>();
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}
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[MenuItem("Tools/Resurgam Studios/CGF/Effects/Add 2D 'NoGravity'", false)]
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public static void AddNoGravity2D()
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{
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Selection.activeGameObject.AddComponent<CGF_NoGravity2D>();
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}
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[MenuItem("Tools/Resurgam Studios/CGF/Mods/Add 2D 'Pulse'", false)]
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public static void Add2DPulse()
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{
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Selection.activeGameObject.AddComponent<CGF_Pulse2D>();
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}
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[MenuItem("Tools/Resurgam Studios/CGF/Mods/Add 2D 'SizeByRaycast'", false)]
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public static void Add2DSizeByRaycast()
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{
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Selection.activeGameObject.AddComponent<CGF_SizeByRaycast2D>();
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}
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[MenuItem("Tools/Resurgam Studios/CGF/Triggers/Add 'Enable'", false)]
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public static void Trigger_AddEnable()
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{
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bool isCreated = false;
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if (Selection.activeGameObject != null)
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{
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var selectedObject = Selection.activeGameObject;
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if (selectedObject.GetComponent<CGF>() != null)
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{
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var cgf = selectedObject;
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var circularGravity = selectedObject.GetComponent<CGF>();
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CreateEnableTrigger(cgf, circularGravity);
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isCreated = true;
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}
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}
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if (!isCreated)
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{
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var cgf = CreateSimpleCGF();
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CreateEnableTrigger(cgf, cgf.GetComponent<CGF>());
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}
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}
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[MenuItem("Tools/Resurgam Studios/CGF/Triggers/Add 'Hover'", false)]
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public static void Trigger_AddHover()
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{
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bool isCreated = false;
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if (Selection.activeGameObject != null)
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{
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var selectedObject = Selection.activeGameObject;
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if (selectedObject.GetComponent<CGF>() != null)
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{
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var cgf = selectedObject;
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var circularGravity = selectedObject.GetComponent<CGF>();
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CreateHoverTrigger(cgf, circularGravity);
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isCreated = true;
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}
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}
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if (!isCreated)
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{
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var cgf = CreateSimpleCGF();
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CreateHoverTrigger(cgf, cgf.GetComponent<CGF>());
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}
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}
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[MenuItem("Tools/Resurgam Studios/CGF/Triggers/Add 2D 'Enable'", false)]
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public static void Trigger2D_AddEnable()
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{
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bool isCreated = false;
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if (Selection.activeGameObject != null)
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{
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var selectedObject = Selection.activeGameObject;
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if (selectedObject.GetComponent<CGF2D>() != null)
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{
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var cgf = selectedObject;
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var circularGravity = selectedObject.GetComponent<CGF2D>();
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CreateEnableTrigger2D(cgf, circularGravity);
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isCreated = true;
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}
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}
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if (!isCreated)
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{
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var cgf = CreateSimpleCGF2D();
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CreateEnableTrigger2D(cgf, cgf.GetComponent<CGF2D>());
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}
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}
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[MenuItem("Tools/Resurgam Studios/CGF/Triggers/Add 2D 'Hover'", false)]
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public static void Trigger2D_AddHover()
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{
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bool isCreated = false;
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if (Selection.activeGameObject != null)
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{
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var selectedObject = Selection.activeGameObject;
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if (selectedObject.GetComponent<CGF2D>() != null)
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{
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var cgf = selectedObject;
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var circularGravity = selectedObject.GetComponent<CGF2D>();
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CreateHoverTrigger2D(cgf, circularGravity);
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isCreated = true;
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}
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}
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if (!isCreated)
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{
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var cgf = CreateSimpleCGF2D();
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CreateHoverTrigger2D(cgf, cgf.GetComponent<CGF2D>());
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}
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}
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[MenuItem("Tools/Resurgam Studios/CGF/Support/Unity Form", false)]
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public static void SupportUnityForm()
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{
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Application.OpenURL("http://forum.unity3d.com/threads/circular-gravity-force.217100/");
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}
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[MenuItem("Tools/Resurgam Studios/CGF/Support/Manual", false)]
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public static void SupportManual()
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{
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Application.OpenURL("https://www.resurgamstudios.com/cgf-manual");
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}
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[MenuItem("Tools/Resurgam Studios/CGF/Support/Asset Store", false)]
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public static void SupportAssetStore()
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{
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Application.OpenURL("https://www.assetstore.unity3d.com/#!/content/8181");
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}
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[MenuItem("Tools/Resurgam Studios/CGF/Support/Website", false)]
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public static void SupportWebsite()
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{
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Application.OpenURL("https://www.resurgamstudios.com/cgf");
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}
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[MenuItem("Tools/Resurgam Studios/CGF/Support/Version History", false)]
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public static void SupportVersionHistory()
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{
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Application.OpenURL("https://www.resurgamstudios.com/cgf-versionhistory");
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}
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#endregion
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#region Events
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private static GameObject CreateSimpleCGF()
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{
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var cgf = CGF.CreateCGF();
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FocusGameObject(cgf);
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return cgf;
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}
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private static GameObject CreateSimpleCGF2D()
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{
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var cgf = CGF2D.CreateCGF();
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FocusGameObject(cgf, true);
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return cgf;
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}
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private static void CreateEnableTrigger(GameObject cgf = null, CGF circularGravity = null)
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{
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GameObject triggerEnableObj = new GameObject();
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triggerEnableObj.name = "Trigger Enable";
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if (circularGravity != null)
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{
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triggerEnableObj.AddComponent<CGF_EnableTrigger>().Cgf = circularGravity;
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}
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else
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{
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triggerEnableObj.AddComponent<CGF_EnableTrigger>();
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}
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if (cgf != null)
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{
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triggerEnableObj.transform.SetParent(cgf.transform, false);
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}
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triggerEnableObj.transform.position = triggerEnableObj.transform.position + Vector3.right * 6f;
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triggerEnableObj.transform.rotation = Quaternion.Euler(0, 90, 0);
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if (cgf == null)
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{
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FocusGameObject(triggerEnableObj);
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}
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}
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private static void CreateHoverTrigger(GameObject cgf = null, CGF circularGravity = null)
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{
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GameObject triggerEnableObj = new GameObject();
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triggerEnableObj.name = "Trigger Hover";
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if (circularGravity != null)
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{
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triggerEnableObj.AddComponent<CGF_HoverTrigger>().Cgf = circularGravity;
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}
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else
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{
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triggerEnableObj.AddComponent<CGF_HoverTrigger>();
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}
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if (cgf != null)
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{
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triggerEnableObj.transform.SetParent(cgf.transform, false);
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}
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triggerEnableObj.transform.position = triggerEnableObj.transform.position + Vector3.left * 6f;
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triggerEnableObj.transform.rotation = Quaternion.Euler(-180, 0, 0);
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if (cgf == null)
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{
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FocusGameObject(triggerEnableObj);
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}
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}
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private static void CreateEnableTrigger2D(GameObject cgf = null, CGF2D circularGravity = null)
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{
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GameObject triggerEnableObj = new GameObject();
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triggerEnableObj.name = "Trigger Enable";
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if (circularGravity != null)
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{
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triggerEnableObj.AddComponent<CGF_EnableTrigger2D>().Cgf = circularGravity;
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}
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else
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{
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triggerEnableObj.AddComponent<CGF_EnableTrigger2D>();
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}
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if (cgf != null)
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{
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triggerEnableObj.transform.SetParent(cgf.transform, false);
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}
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triggerEnableObj.transform.position = triggerEnableObj.transform.position + new Vector3(0, 6f);
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if (cgf == null)
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{
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FocusGameObject(triggerEnableObj, true);
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}
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}
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private static void CreateHoverTrigger2D(GameObject cgf = null, CGF2D circularGravity = null)
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{
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GameObject triggerEnableObj = new GameObject();
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triggerEnableObj.name = "Trigger Hover";
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if (circularGravity != null)
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{
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triggerEnableObj.AddComponent<CGF_HoverTrigger2D>().Cgf = circularGravity;
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}
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else
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{
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triggerEnableObj.AddComponent<CGF_HoverTrigger2D>();
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}
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if (cgf != null)
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{
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triggerEnableObj.transform.SetParent(cgf.transform, false);
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}
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triggerEnableObj.transform.position = triggerEnableObj.transform.position + new Vector3(0, -6f);
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triggerEnableObj.transform.rotation = Quaternion.Euler(0, 0, 180f);
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if (cgf == null)
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{
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FocusGameObject(triggerEnableObj, true);
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}
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}
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private static void FocusGameObject(GameObject focusGameObject, bool in2D = false)
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{
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//Sets the create location for the Circular Gravity Force gameobject
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if (SceneView.lastActiveSceneView != null)
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{
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if (in2D)
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focusGameObject.transform.position = new Vector3(SceneView.lastActiveSceneView.pivot.x, SceneView.lastActiveSceneView.pivot.y, 0f);
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else
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focusGameObject.transform.position = SceneView.lastActiveSceneView.pivot;
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//Sets the Circular Gravity Force gameobject selected in the hierarchy
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Selection.activeGameObject = focusGameObject;
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//focus the editor camera on the Circular Gravity Force gameobject
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SceneView.lastActiveSceneView.FrameSelected();
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}
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else
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{
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focusGameObject.transform.position = Vector3.zero;
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}
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}
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#endregion
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}
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} |