//********************************** Banshee Engine (www.banshee3d.com) **************************************************//
//**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************//
using System;
using bs;
namespace bs.Editor
{
/** @addtogroup Window
* @{
*/
///
/// Contains various menu item callbacks for the main editor menu bar.
///
static class MenuItems
{
///
/// Adds a camera component to the currently selected scene object.
///
[MenuItem("Components/Camera", 7950)]
private static void AddCamera()
{
SceneObject so = Selection.SceneObject;
if (so == null)
return;
GameObjectUndo.RecordSceneObject(so, false, "Added a Camera component");
Camera cam = so.AddComponent();
cam.Main = true;
GameObjectUndo.ResolveDiffs();
EditorApplication.SetSceneDirty();
}
///
/// Adds a renderable component to the currently selected scene object.
///
[MenuItem("Components/Renderable", 7949)]
private static void AddRenderable()
{
SceneObject so = Selection.SceneObject;
if (so == null)
return;
GameObjectUndo.RecordSceneObject(so, false, "Added a Renderable component");
so.AddComponent();
GameObjectUndo.ResolveDiffs();
EditorApplication.SetSceneDirty();
}
///
/// Adds a ParticleSystem component to the currently selected scene object.
///
[MenuItem("Components/Particle system", 7948)]
private static void AddParticleSystem()
{
SceneObject so = Selection.SceneObject;
if (so == null)
return;
GameObjectUndo.RecordSceneObject(so, false, "Added a Particle System component");
so.AddComponent();
GameObjectUndo.ResolveDiffs();
EditorApplication.SetSceneDirty();
}
///
/// Adds a Decal component to the currently selected scene object.
///
[MenuItem("Components/Decal", 7947)]
private static void AddDecal()
{
SceneObject so = Selection.SceneObject;
if (so == null)
return;
GameObjectUndo.RecordSceneObject(so, false, "Added a Decal component");
so.AddComponent();
GameObjectUndo.ResolveDiffs();
EditorApplication.SetSceneDirty();
}
///
/// Adds a point light component to the currently selected scene object.
///
[MenuItem("Components/Radial light", 7900, true)]
private static void AddPointLight()
{
SceneObject so = Selection.SceneObject;
if (so == null)
return;
GameObjectUndo.RecordSceneObject(so, false, "Added a Light component");
Light light = so.AddComponent();
light.Type = LightType.Radial;
GameObjectUndo.ResolveDiffs();
EditorApplication.SetSceneDirty();
}
///
/// Adds a spot light component to the currently selected scene object.
///
[MenuItem("Components/Spot light", 7899)]
private static void AddSpotLight()
{
SceneObject so = Selection.SceneObject;
if (so == null)
return;
GameObjectUndo.RecordSceneObject(so, false, "Added a Light component");
Light light = so.AddComponent();
light.Type = LightType.Spot;
GameObjectUndo.ResolveDiffs();
EditorApplication.SetSceneDirty();
}
///
/// Adds a directional light component to the currently selected scene object.
///
[MenuItem("Components/Directional light", 7898)]
private static void AddDirectionalLight()
{
SceneObject so = Selection.SceneObject;
if (so == null)
return;
GameObjectUndo.RecordSceneObject(so, false, "Added a Light component");
Light light = so.AddComponent();
light.Type = LightType.Directional;
GameObjectUndo.ResolveDiffs();
EditorApplication.SetSceneDirty();
}
///
/// Adds a Skybox component to the currently selected scene object.
///
[MenuItem("Components/Skybox", 7897)]
private static void AddSkybox()
{
SceneObject so = Selection.SceneObject;
if (so == null)
return;
GameObjectUndo.RecordSceneObject(so, false, "Added an Skybox component");
so.AddComponent();
GameObjectUndo.ResolveDiffs();
EditorApplication.SetSceneDirty();
}
///
/// Adds a ReflectionProbe component to the currently selected scene object.
///
[MenuItem("Components/Reflection probe", 7896)]
private static void AddReflectionProbe()
{
SceneObject so = Selection.SceneObject;
if (so == null)
return;
GameObjectUndo.RecordSceneObject(so, false, "Added an ReflectionProbe component");
so.AddComponent();
GameObjectUndo.ResolveDiffs();
EditorApplication.SetSceneDirty();
}
///
/// Adds a LightProbeVolume component to the currently selected scene object.
///
[MenuItem("Components/Light probe volume", 7895)]
private static void AddLightProbeVolume()
{
SceneObject so = Selection.SceneObject;
if (so == null)
return;
GameObjectUndo.RecordSceneObject(so, false, "Added a Light Probe Volume component");
so.AddComponent();
GameObjectUndo.ResolveDiffs();
EditorApplication.SetSceneDirty();
}
///
/// Adds a GUI widget component to the currently selected scene object.
///
[MenuItem("Components/GUI widget", 7850, true)]
private static void AddGUIWidget()
{
SceneObject so = Selection.SceneObject;
if (so == null)
return;
GameObjectUndo.RecordSceneObject(so, false, "Added a GUIWidget component");
so.AddComponent();
GameObjectUndo.ResolveDiffs();
EditorApplication.SetSceneDirty();
}
///
/// Adds a BoxCollider component to the currently selected scene object.
///
[MenuItem("Components/Physics/Box collider", 7800, true)]
private static void AddBoxCollider()
{
SceneObject so = Selection.SceneObject;
if (so == null)
{
so = UndoRedo.CreateSO("BoxCollider", "New scene object");
Selection.SceneObject = so;
FocusOnHierarchyOrScene();
}
GameObjectUndo.RecordSceneObject(so, false, "Added a BoxCollider component");
so.AddComponent();
GameObjectUndo.ResolveDiffs();
EditorApplication.SetSceneDirty();
}
///
/// Adds a SphereCollider component to the currently selected scene object.
///
[MenuItem("Components/Physics/Sphere collider", 7799)]
private static void AddSphereCollider()
{
SceneObject so = Selection.SceneObject;
if (so == null)
{
so = UndoRedo.CreateSO("SphereCollider", "New scene object");
Selection.SceneObject = so;
FocusOnHierarchyOrScene();
}
GameObjectUndo.RecordSceneObject(so, false, "Added a SphereCollider component");
so.AddComponent();
GameObjectUndo.ResolveDiffs();
EditorApplication.SetSceneDirty();
}
///
/// Adds a CapsuleCollider component to the currently selected scene object.
///
[MenuItem("Components/Physics/Capsule collider", 7798)]
private static void AddCapsuleCollider()
{
SceneObject so = Selection.SceneObject;
if (so == null)
{
so = UndoRedo.CreateSO("CapsuleCollider", "New scene object");
Selection.SceneObject = so;
FocusOnHierarchyOrScene();
}
GameObjectUndo.RecordSceneObject(so, false, "Added a CapsuleCollider component");
so.AddComponent();
GameObjectUndo.ResolveDiffs();
EditorApplication.SetSceneDirty();
}
///
/// Adds a MeshCollider component to the currently selected scene object.
///
[MenuItem("Components/Physics/Mesh collider", 7797)]
private static void AddMeshCollider()
{
SceneObject so = Selection.SceneObject;
if (so == null)
{
so = UndoRedo.CreateSO("MeshCollider", "New scene object");
Selection.SceneObject = so;
FocusOnHierarchyOrScene();
}
GameObjectUndo.RecordSceneObject(so, false, "Added a MeshCollider component");
so.AddComponent();
GameObjectUndo.ResolveDiffs();
EditorApplication.SetSceneDirty();
}
///
/// Adds a PlaneCollider component to the currently selected scene object.
///
[MenuItem("Components/Physics/Plane collider", 7796)]
private static void AddPlaneCollider()
{
SceneObject so = Selection.SceneObject;
if (so == null)
{
so = UndoRedo.CreateSO("PlaneCollider", "New scene object");
Selection.SceneObject = so;
FocusOnHierarchyOrScene();
}
GameObjectUndo.RecordSceneObject(so, false, "Added a PlaneCollider component");
so.AddComponent();
GameObjectUndo.ResolveDiffs();
EditorApplication.SetSceneDirty();
}
///
/// Adds a Rigidbody component to the currently selected scene object.
///
[MenuItem("Components/Physics/Rigidbody", 7750, true)]
private static void AddRigidbody()
{
SceneObject so = Selection.SceneObject;
if (so == null)
{
so = UndoRedo.CreateSO("Rigidbody", "New scene object");
Selection.SceneObject = so;
FocusOnHierarchyOrScene();
}
GameObjectUndo.RecordSceneObject(so, false, "Added a Rigidbody component");
so.AddComponent();
GameObjectUndo.ResolveDiffs();
EditorApplication.SetSceneDirty();
}
///
/// Adds a CharacterController component to the currently selected scene object.
///
[MenuItem("Components/Physics/Character controller", 7749)]
private static void AddCharacterController()
{
SceneObject so = Selection.SceneObject;
if (so == null)
{
so = UndoRedo.CreateSO("CharacterController", "New scene object");
Selection.SceneObject = so;
FocusOnHierarchyOrScene();
}
GameObjectUndo.RecordSceneObject(so, false, "Added a CharacterController component");
so.AddComponent();
GameObjectUndo.ResolveDiffs();
EditorApplication.SetSceneDirty();
}
///
/// Adds a FixedJoint component to the currently selected scene object.
///
[MenuItem("Components/Physics/Fixed joint", 7600, true)]
private static void AddFixedJoint()
{
SceneObject so = Selection.SceneObject;
if (so == null)
{
so = UndoRedo.CreateSO("FixedJoint", "New scene object");
Selection.SceneObject = so;
FocusOnHierarchyOrScene();
}
GameObjectUndo.RecordSceneObject(so, false, "Added a FixedJoint component");
so.AddComponent();
GameObjectUndo.ResolveDiffs();
EditorApplication.SetSceneDirty();
}
///
/// Adds a DistanceJoint component to the currently selected scene object.
///
[MenuItem("Components/Physics/Distance joint", 7599)]
private static void AddDistanceJoint()
{
SceneObject so = Selection.SceneObject;
if (so == null)
{
so = UndoRedo.CreateSO("DistanceJoint", "New scene object");
Selection.SceneObject = so;
FocusOnHierarchyOrScene();
}
GameObjectUndo.RecordSceneObject(so, false, "Added a DistanceJoint component");
so.AddComponent();
GameObjectUndo.ResolveDiffs();
EditorApplication.SetSceneDirty();
}
///
/// Adds a HingeJoint component to the currently selected scene object.
///
[MenuItem("Components/Physics/Hinge joint", 7598)]
private static void AddHingeJoint()
{
SceneObject so = Selection.SceneObject;
if (so == null)
{
so = UndoRedo.CreateSO("HingeJoint", "New scene object");
Selection.SceneObject = so;
FocusOnHierarchyOrScene();
}
GameObjectUndo.RecordSceneObject(so, false, "Added a HingeJoint component");
so.AddComponent();
GameObjectUndo.ResolveDiffs();
EditorApplication.SetSceneDirty();
}
///
/// Adds a SphericalJoint component to the currently selected scene object.
///
[MenuItem("Components/Physics/Spherical joint", 7597)]
private static void AddSphericalJoint()
{
SceneObject so = Selection.SceneObject;
if (so == null)
{
so = UndoRedo.CreateSO("SphericalJoint", "New scene object");
Selection.SceneObject = so;
FocusOnHierarchyOrScene();
}
GameObjectUndo.RecordSceneObject(so, false, "Added a SphericalJoint component");
so.AddComponent();
GameObjectUndo.ResolveDiffs();
EditorApplication.SetSceneDirty();
}
///
/// Adds a SliderJoint component to the currently selected scene object.
///
[MenuItem("Components/Physics/Slider joint", 7596)]
private static void AddSliderJoint()
{
SceneObject so = Selection.SceneObject;
if (so == null)
{
so = UndoRedo.CreateSO("SliderJoint", "New scene object");
Selection.SceneObject = so;
FocusOnHierarchyOrScene();
}
GameObjectUndo.RecordSceneObject(so, false, "Added a SliderJoint component");
so.AddComponent();
GameObjectUndo.ResolveDiffs();
EditorApplication.SetSceneDirty();
}
///
/// Adds a D6Joint component to the currently selected scene object.
///
[MenuItem("Components/Physics/D6 joint", 7595)]
private static void AddD6Joint()
{
SceneObject so = Selection.SceneObject;
if (so == null)
{
so = UndoRedo.CreateSO("D6Joint", "New scene object");
Selection.SceneObject = so;
FocusOnHierarchyOrScene();
}
GameObjectUndo.RecordSceneObject(so, false, "Added a D6Joint component");
so.AddComponent();
GameObjectUndo.ResolveDiffs();
EditorApplication.SetSceneDirty();
}
///
/// Adds an AudioListener component to the currently selected scene object.
///
[MenuItem("Components/Audio/Listener", 7550, true)]
private static void AddAudioListener()
{
SceneObject so = Selection.SceneObject;
if (so == null)
{
so = UndoRedo.CreateSO("AudioListener", "New scene object");
Selection.SceneObject = so;
FocusOnHierarchyOrScene();
}
GameObjectUndo.RecordSceneObject(so, false, "Added a AudioListener component");
so.AddComponent();
GameObjectUndo.ResolveDiffs();
EditorApplication.SetSceneDirty();
}
///
/// Adds an AudioSource component to the currently selected scene object.
///
[MenuItem("Components/Audio/Source", 7549)]
private static void AddAudioSource()
{
SceneObject so = Selection.SceneObject;
if (so == null)
{
so = UndoRedo.CreateSO("AudioSource", "New scene object");
Selection.SceneObject = so;
FocusOnHierarchyOrScene();
}
GameObjectUndo.RecordSceneObject(so, false, "Added a AudioSource component");
so.AddComponent();
GameObjectUndo.ResolveDiffs();
EditorApplication.SetSceneDirty();
}
///
/// Adds an Animation component to the currently selected scene object.
///
[MenuItem("Components/Animation", 7500, true)]
private static void AddAnimation()
{
SceneObject so = Selection.SceneObject;
if (so == null)
return;
GameObjectUndo.RecordSceneObject(so, false, "Added an Animation component");
so.AddComponent();
GameObjectUndo.ResolveDiffs();
EditorApplication.SetSceneDirty();
}
///
/// Adds a Bone component to the currently selected scene object.
///
[MenuItem("Components/Bone", 7499)]
private static void AddBone()
{
SceneObject so = Selection.SceneObject;
if (so == null)
return;
GameObjectUndo.RecordSceneObject(so, false, "Added an Bone component");
so.AddComponent();
GameObjectUndo.ResolveDiffs();
EditorApplication.SetSceneDirty();
}
///
/// Creates a new empty scene object.
///
[MenuItem("Scene Objects/Scene Object", 9000)]
[ToolbarItem("SceneObject", ToolbarIcon.NewSceneObject, "Creates a new empty scene object", 1601, true)]
private static void AddEmptySO()
{
SceneObject so = UndoRedo.CreateSO("SceneObject", "New scene object");
Selection.SceneObject = so;
FocusOnHierarchyOrScene();
EditorApplication.SetSceneDirty();
}
///
/// Creates a new scene object with a Camera component.
///
[MenuItem("Scene Objects/Camera", 8950, true)]
[ToolbarItem("Camera", ToolbarIcon.NewCamera, "New camera", 1600, false)]
private static void AddCameraSO()
{
SceneObject so = UndoRedo.CreateSO("Camera", "Created a Camera");
Camera cam = so.AddComponent();
cam.Main = true;
Selection.SceneObject = so;
FocusOnHierarchyOrScene();
EditorApplication.SetSceneDirty();
}
///
/// Creates a new scene object with a Renderable component.
///
[MenuItem("Scene Objects/Renderable", 8949)]
[ToolbarItem("Renderable", ToolbarIcon.NewRenderable, "New renderable", 1599)]
private static void AddRenderableSO()
{
SceneObject so = UndoRedo.CreateSO("Renderable", "Created a Renderable");
so.AddComponent();
Selection.SceneObject = so;
FocusOnHierarchyOrScene();
EditorApplication.SetSceneDirty();
}
///
/// Creates a new scene object with a Particle System component.
///
[MenuItem("Scene Objects/Particle system", 8948)]
private static void AddParticleSystemSO()
{
SceneObject so = UndoRedo.CreateSO("Particle system", "Created a ParticleSystem");
so.AddComponent();
Selection.SceneObject = so;
FocusOnHierarchyOrScene();
EditorApplication.SetSceneDirty();
}
///
/// Creates a new scene object with a Decal component.
///
[MenuItem("Scene Objects/Decal", 8947)]
private static void AddDecalSO()
{
SceneObject so = UndoRedo.CreateSO("Decal", "Created a Decal");
so.AddComponent();
Selection.SceneObject = so;
FocusOnHierarchyOrScene();
EditorApplication.SetSceneDirty();
}
///
/// Creates a new scene object with a radial light component.
///
[MenuItem("Scene Objects/Radial light", 8900, true)]
[ToolbarItem("Point light", ToolbarIcon.NewPointLight, "New radial light", 1598)]
private static void AddPointLightSO()
{
SceneObject so = UndoRedo.CreateSO("Radial light", "Created a Light");
Light light = so.AddComponent();
light.Type = LightType.Radial;
Selection.SceneObject = so;
FocusOnHierarchyOrScene();
EditorApplication.SetSceneDirty();
}
///
/// Creates a new scene object with a spot light component.
///
[MenuItem("Scene Objects/Spot light", 8899)]
[ToolbarItem("Spot light", ToolbarIcon.NewSpotLight, "New spot light", 1597)]
private static void AddSpotLightSO()
{
SceneObject so = UndoRedo.CreateSO("Spot light", "Created a Light");
Light light = so.AddComponent();
light.Type = LightType.Spot;
Selection.SceneObject = so;
FocusOnHierarchyOrScene();
EditorApplication.SetSceneDirty();
}
///
/// Creates a new scene object with a directional light component.
///
[MenuItem("Scene Objects/Directional light", 8898)]
[ToolbarItem("Directional light", ToolbarIcon.NewDirLight, "New directional light", 1596)]
private static void AddDirectionalLightSO()
{
SceneObject so = UndoRedo.CreateSO("Directional light", "Created a Light");
Light light = so.AddComponent();
light.Type = LightType.Directional;
Selection.SceneObject = so;
FocusOnHierarchyOrScene();
EditorApplication.SetSceneDirty();
}
///
/// Creates a new scene object with a GUI widget component.
///
[MenuItem("Scene Objects/GUI widget", 8850, true)]
private static void AddGUIWidgetSO()
{
SceneObject so = UndoRedo.CreateSO("GUIWidget", "Created a GUIWidget");
so.AddComponent();
Selection.SceneObject = so;
FocusOnHierarchyOrScene();
EditorApplication.SetSceneDirty();
}
///
/// Creates a new scene object with a box primitive.
///
[MenuItem("Scene Objects/3D primitives/Box", 8100, true)]
[ToolbarItem("Cube", ToolbarIcon.NewCube, "Creates a scene object with a box primitive", 1700, true)]
private static void Add3DBox()
{
SceneObject so = UndoRedo.CreateSO("Box", "Created a box");
Renderable renderable = so.AddComponent();
renderable.Mesh = Builtin.Box;
Selection.SceneObject = so;
FocusOnHierarchyOrScene();
EditorApplication.SetSceneDirty();
}
///
/// Creates a new scene object with a sphere primitive.
///
[MenuItem("Scene Objects/3D primitives/Sphere", 8099)]
[ToolbarItem("Sphere", ToolbarIcon.NewSphere, "Creates a scene object with a sphere primitive", 1699)]
private static void Add3DSphere()
{
SceneObject so = UndoRedo.CreateSO("Sphere", "Created a sphere");
Renderable renderable = so.AddComponent();
renderable.Mesh = Builtin.Sphere;
Selection.SceneObject = so;
FocusOnHierarchyOrScene();
EditorApplication.SetSceneDirty();
}
///
/// Creates a new scene object with a cone primitive.
///
[MenuItem("Scene Objects/3D primitives/Cone", 8098)]
[ToolbarItem("Cone", ToolbarIcon.NewCone, "Creates a scene object with a cone primitive", 1698)]
private static void Add3DCone()
{
SceneObject so = UndoRedo.CreateSO("Cone", "Created a cone");
Renderable renderable = so.AddComponent();
renderable.Mesh = Builtin.Cone;
Selection.SceneObject = so;
FocusOnHierarchyOrScene();
EditorApplication.SetSceneDirty();
}
///
/// Creates a new scene object with a quad primitive.
///
[MenuItem("Scene Objects/3D primitives/Quad", 8097)]
[ToolbarItem("Quad", ToolbarIcon.NewQuad, "Creates a scene object with a quad primitive", 1697)]
private static void Add3DQuad()
{
SceneObject so = UndoRedo.CreateSO("Quad", "Created a quad");
Renderable renderable = so.AddComponent();
renderable.Mesh = Builtin.Quad;
Selection.SceneObject = so;
FocusOnHierarchyOrScene();
EditorApplication.SetSceneDirty();
}
///
/// Creates a new scene object with a disc primitive.
///
[MenuItem("Scene Objects/3D primitives/Disc", 8096)]
private static void Add3DDisc()
{
SceneObject so = UndoRedo.CreateSO("Disc", "Created a disc");
Renderable renderable = so.AddComponent();
renderable.Mesh = Builtin.Disc;
Selection.SceneObject = so;
FocusOnHierarchyOrScene();
EditorApplication.SetSceneDirty();
}
///
/// Applies changes from the prefab instance to the prefab resource.
///
[MenuItem("Scene Objects/Apply prefab", 8025, true)]
private static void ApplyPrefab()
{
SceneObject so = Selection.SceneObject;
if (so == null)
return;
PrefabUtility.ApplyPrefab(so);
}
///
/// Reverts a prefab instance to the original state of its prefab.
///
[MenuItem("Scene Objects/Revert to prefab", 8024)]
private static void RevertToPrefab()
{
SceneObject so = Selection.SceneObject;
if (so == null)
return;
GameObjectUndo.RecordSceneObject(so, true, "Reverting \"" + so.Name + "\" to prefab.");
PrefabUtility.RevertPrefab(so);
GameObjectUndo.ResolveDiffs();
EditorApplication.SetSceneDirty();
}
///
/// Breaks a link between a prefab and its instance.
///
[MenuItem("Scene Objects/Break prefab link", 8023)]
private static void BreakPrefabLink()
{
SceneObject so = Selection.SceneObject;
if (so == null)
return;
UndoRedo.BreakPrefab(so, "Breaking prefab link for " + so.Name);
EditorApplication.SetSceneDirty();
}
///
/// Cuts the currently selected scene object or resource.
///
[MenuItem("Edit/Cut", 9450, true)]
public static void Cut()
{
EditorApplication.TriggerGlobalShortcut(EditorApplication.CutKey);
}
///
/// Copies the currently selected scene object or resource.
///
[MenuItem("Edit/Copy", 9449)]
public static void Copy()
{
EditorApplication.TriggerGlobalShortcut(EditorApplication.CopyKey);
}
///
/// Pastes the scene objects or resources that were previously cut or copied.
///
[MenuItem("Edit/Paste", 9448)]
public static void Paste()
{
EditorApplication.TriggerGlobalShortcut(EditorApplication.PasteKey);
}
///
/// Deletes currently selected scene objects or resources.
///
[MenuItem("Edit/Delete", 9447)]
public static void Delete()
{
EditorApplication.TriggerGlobalShortcut(EditorApplication.DeleteKey);
}
///
/// Duplicates currently selected scene objects or resources.
///
[MenuItem("Edit/Duplicate", 9446)]
public static void Duplicate()
{
EditorApplication.TriggerGlobalShortcut(EditorApplication.DuplicateKey);
}
///
/// Executes the last command on the undo stack, undoing its operations.
///
[MenuItem("Edit/Undo", ButtonModifier.Ctrl, ButtonCode.Z, 9500, true)]
[ToolbarItem("Undo", ToolbarIcon.Undo, "Undo (Ctrl + Z)", 1900, true)]
public static void Undo()
{
EditorWindow[] allWindows = EditorWindow.AllWindows;
foreach (var window in allWindows)
{
if (!window.HasFocus)
continue;
UndoRedo localStack = window.UndoRedo;
if (localStack == null)
continue;
localStack.Undo();
return;
}
GameObjectUndo.ResolveDiffs();
UndoRedo.Global.Undo();
}
///
/// Executes the last command on the redo stack (last command we called undo on), re-applying its operation.
///
[MenuItem("Edit/Redo", ButtonModifier.Ctrl, ButtonCode.Y, 9499)]
[ToolbarItem("Redo", ToolbarIcon.Redo, "Redo (Ctrl + Y)", 1899)]
public static void Redo()
{
EditorWindow[] allWindows = EditorWindow.AllWindows;
foreach (var window in allWindows)
{
if (!window.HasFocus)
continue;
UndoRedo localStack = window.UndoRedo;
if (localStack == null)
continue;
localStack.Redo();
return;
}
UndoRedo.Global.Redo();
}
///
/// Sets keyboard focus to the Hierarchy or Scene windows if open.
///
private static void FocusOnHierarchyOrScene()
{
SceneWindow sceneWindow = EditorWindow.GetWindow();
if (sceneWindow != null)
{
sceneWindow.HasFocus = true;
return;
}
HierarchyWindow hierarchyWindow = EditorWindow.GetWindow();
if (hierarchyWindow != null)
hierarchyWindow.HasFocus = true;
}
}
/** @} */
}