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using UnityEngine; | ||
using UnityEditor; | ||
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public class BedroomDrawerColliders : EditorWindow { | ||
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[MenuItem("Tools/BedroomDrawerColliders")] | ||
static void BedroomColliders() | ||
{ | ||
GameObject[] gobjects = Selection.gameObjects; | ||
foreach (GameObject go in gobjects) | ||
{ | ||
try | ||
{ | ||
BoxCollider[] bcs = go.GetComponents<BoxCollider>(); | ||
foreach (BoxCollider bc in bcs) | ||
{ | ||
DestroyImmediate(bc); | ||
} | ||
} | ||
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catch | ||
{ | ||
Debug.LogFormat("No colliders found in {0}", go.name); | ||
} | ||
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BoxCollider outerBC = go.AddComponent<BoxCollider>(); | ||
BoxCollider triggerBC = go.AddComponent<BoxCollider>(); | ||
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outerBC.center = new Vector3(0f, .12f, -.05f); | ||
outerBC.size = new Vector3(1.178f, .218f, .04f); | ||
outerBC.isTrigger = false; | ||
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triggerBC.center = new Vector3(0f, .0236f, -.018f); | ||
triggerBC.size = new Vector3(1.178f, .047f, .987f); | ||
triggerBC.isTrigger = true; | ||
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try | ||
{ | ||
BoxCollider[] childColliders = go.GetComponentsInChildren<BoxCollider>(true); | ||
foreach (BoxCollider child in childColliders) | ||
{ | ||
if (child.gameObject.name == "collider" || child.gameObject.name == "Collider" || child.gameObject.name.Contains("1")) | ||
{ | ||
child.gameObject.SetActive(true); | ||
} | ||
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else if (child.gameObject.name != "collider" && child.gameObject.name.Contains("collider")) | ||
{ | ||
child.gameObject.SetActive(false); | ||
} | ||
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} | ||
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} | ||
catch | ||
{ | ||
Debug.LogFormat("Theres no child colliders in {0}", go.name); | ||
} | ||
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try | ||
{ | ||
MeshCollider uselessMesh = go.GetComponent<MeshCollider>(); | ||
DestroyImmediate(uselessMesh); | ||
} | ||
catch | ||
{ | ||
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} | ||
} | ||
} | ||
} |
Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.
Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.
Original file line number | Diff line number | Diff line change |
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using System; | ||
using System.Collections.Generic; | ||
using UnityEditor; | ||
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namespace UnityStandardAssets.CrossPlatformInput.Inspector | ||
{ | ||
[InitializeOnLoad] | ||
public class CrossPlatformInitialize | ||
{ | ||
// Custom compiler defines: | ||
// | ||
// CROSS_PLATFORM_INPUT : denotes that cross platform input package exists, so that other packages can use their CrossPlatformInput functions. | ||
// EDITOR_MOBILE_INPUT : denotes that mobile input should be used in editor, if a mobile build target is selected. (i.e. using Unity Remote app). | ||
// MOBILE_INPUT : denotes that mobile input should be used right now! | ||
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static CrossPlatformInitialize() | ||
{ | ||
var defines = GetDefinesList(buildTargetGroups[0]); | ||
if (!defines.Contains("CROSS_PLATFORM_INPUT")) | ||
{ | ||
SetEnabled("CROSS_PLATFORM_INPUT", true, false); | ||
SetEnabled("MOBILE_INPUT", true, true); | ||
} | ||
} | ||
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[MenuItem("Mobile Input/Enable")] | ||
private static void Enable() | ||
{ | ||
SetEnabled("MOBILE_INPUT", true, true); | ||
switch (EditorUserBuildSettings.activeBuildTarget) | ||
{ | ||
case BuildTarget.Android: | ||
case BuildTarget.iOS: | ||
case BuildTarget.WP8Player: | ||
case BuildTarget.PSM: | ||
case BuildTarget.WSAPlayer: | ||
EditorUtility.DisplayDialog("Mobile Input", | ||
"You have enabled Mobile Input. You'll need to use the Unity Remote app on a connected device to control your game in the Editor.", | ||
"OK"); | ||
break; | ||
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default: | ||
EditorUtility.DisplayDialog("Mobile Input", | ||
"You have enabled Mobile Input, but you have a non-mobile build target selected in your build settings. The mobile control rigs won't be active or visible on-screen until you switch the build target to a mobile platform.", | ||
"OK"); | ||
break; | ||
} | ||
} | ||
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[MenuItem("Mobile Input/Enable", true)] | ||
private static bool EnableValidate() | ||
{ | ||
var defines = GetDefinesList(mobileBuildTargetGroups[0]); | ||
return !defines.Contains("MOBILE_INPUT"); | ||
} | ||
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[MenuItem("Mobile Input/Disable")] | ||
private static void Disable() | ||
{ | ||
SetEnabled("MOBILE_INPUT", false, true); | ||
switch (EditorUserBuildSettings.activeBuildTarget) | ||
{ | ||
case BuildTarget.Android: | ||
case BuildTarget.iOS: | ||
case BuildTarget.WP8Player: | ||
EditorUtility.DisplayDialog("Mobile Input", | ||
"You have disabled Mobile Input. Mobile control rigs won't be visible, and the Cross Platform Input functions will always return standalone controls.", | ||
"OK"); | ||
break; | ||
} | ||
} | ||
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[MenuItem("Mobile Input/Disable", true)] | ||
private static bool DisableValidate() | ||
{ | ||
var defines = GetDefinesList(mobileBuildTargetGroups[0]); | ||
return defines.Contains("MOBILE_INPUT"); | ||
} | ||
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private static BuildTargetGroup[] buildTargetGroups = new BuildTargetGroup[] | ||
{ | ||
BuildTargetGroup.Standalone, | ||
BuildTargetGroup.WebGL, | ||
BuildTargetGroup.Android, | ||
BuildTargetGroup.iOS, | ||
BuildTargetGroup.WSA | ||
}; | ||
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private static BuildTargetGroup[] mobileBuildTargetGroups = new BuildTargetGroup[] | ||
{ | ||
BuildTargetGroup.Android, | ||
BuildTargetGroup.iOS, | ||
BuildTargetGroup.WSA, | ||
BuildTargetGroup.PSM, | ||
BuildTargetGroup.SamsungTV, | ||
BuildTargetGroup.Tizen, | ||
BuildTargetGroup.WSA | ||
}; | ||
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private static void SetEnabled(string defineName, bool enable, bool mobile) | ||
{ | ||
//Debug.Log("setting "+defineName+" to "+enable); | ||
foreach (var group in mobile ? mobileBuildTargetGroups : buildTargetGroups) | ||
{ | ||
var defines = GetDefinesList(group); | ||
if (enable) | ||
{ | ||
if (defines.Contains(defineName)) | ||
{ | ||
return; | ||
} | ||
defines.Add(defineName); | ||
} | ||
else | ||
{ | ||
if (!defines.Contains(defineName)) | ||
{ | ||
return; | ||
} | ||
while (defines.Contains(defineName)) | ||
{ | ||
defines.Remove(defineName); | ||
} | ||
} | ||
string definesString = string.Join(";", defines.ToArray()); | ||
PlayerSettings.SetScriptingDefineSymbolsForGroup(group, definesString); | ||
} | ||
} | ||
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private static List<string> GetDefinesList(BuildTargetGroup group) | ||
{ | ||
return new List<string>(PlayerSettings.GetScriptingDefineSymbolsForGroup(group).Split(';')); | ||
} | ||
} | ||
} |
Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.
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using UnityEngine; | ||
using System.Collections; | ||
using UnityEditor; | ||
using System.Collections.Generic; | ||
using System.IO; | ||
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public class GetChildren : MonoBehaviour { | ||
private IList<Transform> listOfTransforms; | ||
private IList<GameObject> listofPrefabs = new List<GameObject>(); | ||
private const string prefabStr = "PRE_"; | ||
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void Start() | ||
{ | ||
Debug.Log("Start"); | ||
listOfTransforms = gameObject.GetComponentsInChildren<Transform>(); | ||
Debug.Log("pls"); | ||
foreach(Transform obj in listOfTransforms) | ||
{ | ||
if (obj.name.Contains(prefabStr)) | ||
{ | ||
var objName = obj.name; | ||
Debug.Log(objName); | ||
listofPrefabs.Add(obj.gameObject); | ||
} | ||
} | ||
foreach (GameObject go in listofPrefabs) | ||
{ | ||
Debug.Log(go.name); | ||
//var prefabName = go.name + ".prefab"; | ||
foreach(string s in AssetDatabase.GetAllAssetPaths()) | ||
{ | ||
if (s.Contains(go.name) && s.Contains("Complete_Home_Interior_Pack")) | ||
Debug.Log(s); | ||
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} | ||
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//Debug.Log(Path.Combine(Directory.GetCurrentDirectory(), fileName)); | ||
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} | ||
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} | ||
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} | ||
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Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,53 @@ | ||
using UnityEngine; | ||
using UnityEditor; | ||
using Cyan; | ||
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public class GiveMeshCollider : EditorWindow { | ||
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[MenuItem("Tools/Set with Drawer Settings")] | ||
static void GiveMesh() | ||
{ | ||
GameObject[] gobjects = Selection.gameObjects; | ||
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foreach(GameObject go in gobjects) | ||
{ | ||
try | ||
{ | ||
BoxCollider bc = go.GetComponent<BoxCollider>(); | ||
bc.enabled = true; | ||
bc.isTrigger = true; | ||
Debug.LogFormat("Enabled Box Colldier on {0}", go.name); | ||
} | ||
catch | ||
{ | ||
BoxCollider bc = go.AddComponent<BoxCollider>(); | ||
bc.isTrigger = true; | ||
Debug.LogFormat("Added Box Collider on {0}", go.name); | ||
} | ||
try | ||
{ | ||
MeshCollider mC = go.GetComponent<MeshCollider>(); | ||
mC.enabled = false; | ||
Debug.LogFormat("Found MeshCollider {0}", mC.ToString()); | ||
} | ||
catch | ||
{ | ||
Debug.Log("Did not have mesh collider"); | ||
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} | ||
try | ||
{ | ||
MoveWithDrawer mWD = go.GetComponent<MoveWithDrawer>(); | ||
Debug.LogFormat("Found move with drawer script in {0},{1}", mWD.ToString(), go.name); | ||
} | ||
catch | ||
{ | ||
MoveWithDrawer mWS = go.AddComponent<MoveWithDrawer>(); | ||
Debug.LogFormat("Added Move with Drawer script {0}", mWS.ToString()); | ||
} | ||
} | ||
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Debug.LogFormat("Updated {0} objects with Drawer Functionality", gobjects.Length); | ||
} | ||
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} |
Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.