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- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- using System;
- using bs;
- namespace bs.Editor
- {
- /** @addtogroup Window
- * @{
- */
- /// <summary>
- /// Contains various menu item callbacks for the main editor menu bar.
- /// </summary>
- static class MenuItems
- {
- /// <summary>
- /// Adds a camera component to the currently selected scene object.
- /// </summary>
- [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<Camera>();
- cam.Main = true;
- GameObjectUndo.ResolveDiffs();
- EditorApplication.SetSceneDirty();
- }
- /// <summary>
- /// Adds a renderable component to the currently selected scene object.
- /// </summary>
- [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<Renderable>();
- GameObjectUndo.ResolveDiffs();
- EditorApplication.SetSceneDirty();
- }
- /// <summary>
- /// Adds a ParticleSystem component to the currently selected scene object.
- /// </summary>
- [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<ParticleSystem>();
-
- GameObjectUndo.ResolveDiffs();
- EditorApplication.SetSceneDirty();
- }
- /// <summary>
- /// Adds a Decal component to the currently selected scene object.
- /// </summary>
- [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<Decal>();
- GameObjectUndo.ResolveDiffs();
- EditorApplication.SetSceneDirty();
- }
- /// <summary>
- /// Adds a point light component to the currently selected scene object.
- /// </summary>
- [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>();
- light.Type = LightType.Radial;
- GameObjectUndo.ResolveDiffs();
- EditorApplication.SetSceneDirty();
- }
- /// <summary>
- /// Adds a spot light component to the currently selected scene object.
- /// </summary>
- [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>();
- light.Type = LightType.Spot;
- GameObjectUndo.ResolveDiffs();
- EditorApplication.SetSceneDirty();
- }
- /// <summary>
- /// Adds a directional light component to the currently selected scene object.
- /// </summary>
- [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>();
- light.Type = LightType.Directional;
- GameObjectUndo.ResolveDiffs();
- EditorApplication.SetSceneDirty();
- }
- /// <summary>
- /// Adds a Skybox component to the currently selected scene object.
- /// </summary>
- [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<Skybox>();
- GameObjectUndo.ResolveDiffs();
- EditorApplication.SetSceneDirty();
- }
- /// <summary>
- /// Adds a ReflectionProbe component to the currently selected scene object.
- /// </summary>
- [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<ReflectionProbe>();
- GameObjectUndo.ResolveDiffs();
- EditorApplication.SetSceneDirty();
- }
- /// <summary>
- /// Adds a LightProbeVolume component to the currently selected scene object.
- /// </summary>
- [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<LightProbeVolume>();
- GameObjectUndo.ResolveDiffs();
- EditorApplication.SetSceneDirty();
- }
- /// <summary>
- /// Adds a GUI widget component to the currently selected scene object.
- /// </summary>
- [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<GUIWidget>();
- GameObjectUndo.ResolveDiffs();
- EditorApplication.SetSceneDirty();
- }
- /// <summary>
- /// Adds a BoxCollider component to the currently selected scene object.
- /// </summary>
- [MenuItem("Components/Physics/Box collider", 7800, true)]
- private static void AddBoxCollider()
- {
- SceneObject so = Selection.SceneObject;
- if (so == null)
- {
- so = new SceneObject("BoxCollider");
- GameObjectUndo.RecordNewSceneObject(so);
- so.AddComponent<BoxCollider>();
- FocusOnHierarchyOrScene();
- }
- else
- {
- GameObjectUndo.RecordSceneObject(so, false, "Added a BoxCollider component");
- so.AddComponent<BoxCollider>();
- }
- GameObjectUndo.ResolveDiffs();
- EditorApplication.SetSceneDirty();
- }
- /// <summary>
- /// Adds a SphereCollider component to the currently selected scene object.
- /// </summary>
- [MenuItem("Components/Physics/Sphere collider", 7799)]
- private static void AddSphereCollider()
- {
- SceneObject so = Selection.SceneObject;
- if (so == null)
- {
- so = new SceneObject("SphereCollider");
- GameObjectUndo.RecordNewSceneObject(so);
- so.AddComponent<SphereCollider>();
- FocusOnHierarchyOrScene();
- }
- else
- {
- GameObjectUndo.RecordSceneObject(so, false, "Added a SphereCollider component");
- so.AddComponent<SphereCollider>();
- }
- GameObjectUndo.ResolveDiffs();
- EditorApplication.SetSceneDirty();
- }
- /// <summary>
- /// Adds a CapsuleCollider component to the currently selected scene object.
- /// </summary>
- [MenuItem("Components/Physics/Capsule collider", 7798)]
- private static void AddCapsuleCollider()
- {
- SceneObject so = Selection.SceneObject;
- if (so == null)
- {
- so = new SceneObject("CapsuleCollider");
- GameObjectUndo.RecordNewSceneObject(so);
- so.AddComponent<CapsuleCollider>();
- FocusOnHierarchyOrScene();
- }
- else
- {
- GameObjectUndo.RecordSceneObject(so, false, "Added a CapsuleCollider component");
- so.AddComponent<CapsuleCollider>();
- }
- GameObjectUndo.ResolveDiffs();
- EditorApplication.SetSceneDirty();
- }
- /// <summary>
- /// Adds a MeshCollider component to the currently selected scene object.
- /// </summary>
- [MenuItem("Components/Physics/Mesh collider", 7797)]
- private static void AddMeshCollider()
- {
- SceneObject so = Selection.SceneObject;
- if (so == null)
- {
- so = new SceneObject("MeshCollider");
- GameObjectUndo.RecordNewSceneObject(so);
- so.AddComponent<MeshCollider>();
- FocusOnHierarchyOrScene();
- }
- else
- {
- GameObjectUndo.RecordSceneObject(so, false, "Added a MeshCollider component");
- so.AddComponent<MeshCollider>();
- }
- GameObjectUndo.ResolveDiffs();
- EditorApplication.SetSceneDirty();
- }
- /// <summary>
- /// Adds a PlaneCollider component to the currently selected scene object.
- /// </summary>
- [MenuItem("Components/Physics/Plane collider", 7796)]
- private static void AddPlaneCollider()
- {
- SceneObject so = Selection.SceneObject;
- if (so == null)
- {
- so = new SceneObject("PlaneCollider");
- GameObjectUndo.RecordNewSceneObject(so);
- so.AddComponent<PlaneCollider>();
- FocusOnHierarchyOrScene();
- }
- else
- {
- GameObjectUndo.RecordSceneObject(so, false, "Added a PlaneCollider component");
- so.AddComponent<PlaneCollider>();
- }
- GameObjectUndo.ResolveDiffs();
- EditorApplication.SetSceneDirty();
- }
- /// <summary>
- /// Adds a Rigidbody component to the currently selected scene object.
- /// </summary>
- [MenuItem("Components/Physics/Rigidbody", 7750, true)]
- private static void AddRigidbody()
- {
- SceneObject so = Selection.SceneObject;
- if (so == null)
- {
- so = new SceneObject("Rigidbody");
- GameObjectUndo.RecordNewSceneObject(so);
- so.AddComponent<Rigidbody>();
- FocusOnHierarchyOrScene();
- }
- else
- {
- GameObjectUndo.RecordSceneObject(so, false, "Added a Rigidbody component");
- so.AddComponent<Rigidbody>();
- }
- GameObjectUndo.ResolveDiffs();
- EditorApplication.SetSceneDirty();
- }
- /// <summary>
- /// Adds a CharacterController component to the currently selected scene object.
- /// </summary>
- [MenuItem("Components/Physics/Character controller", 7749)]
- private static void AddCharacterController()
- {
- SceneObject so = Selection.SceneObject;
- if (so == null)
- {
- so = new SceneObject("CharacterController");
- GameObjectUndo.RecordNewSceneObject(so);
- so.AddComponent<CharacterController>();
- FocusOnHierarchyOrScene();
- }
- else
- {
- GameObjectUndo.RecordSceneObject(so, false, "Added a CharacterController component");
- so.AddComponent<CharacterController>();
- }
- GameObjectUndo.ResolveDiffs();
- EditorApplication.SetSceneDirty();
- }
- /// <summary>
- /// Adds a FixedJoint component to the currently selected scene object.
- /// </summary>
- [MenuItem("Components/Physics/Fixed joint", 7600, true)]
- private static void AddFixedJoint()
- {
- SceneObject so = Selection.SceneObject;
- if (so == null)
- {
- so = new SceneObject("FixedJoint");
- GameObjectUndo.RecordNewSceneObject(so);
- so.AddComponent<FixedJoint>();
- FocusOnHierarchyOrScene();
- }
- else
- {
- GameObjectUndo.RecordSceneObject(so, false, "Added a FixedJoint component");
- so.AddComponent<FixedJoint>();
- }
- GameObjectUndo.ResolveDiffs();
- EditorApplication.SetSceneDirty();
- }
- /// <summary>
- /// Adds a DistanceJoint component to the currently selected scene object.
- /// </summary>
- [MenuItem("Components/Physics/Distance joint", 7599)]
- private static void AddDistanceJoint()
- {
- SceneObject so = Selection.SceneObject;
- if (so == null)
- {
- so = new SceneObject("DistanceJoint");
- GameObjectUndo.RecordNewSceneObject(so);
- so.AddComponent<DistanceJoint>();
- FocusOnHierarchyOrScene();
- }
- else
- {
- GameObjectUndo.RecordSceneObject(so, false, "Added a DistanceJoint component");
- so.AddComponent<DistanceJoint>();
- }
- GameObjectUndo.ResolveDiffs();
- EditorApplication.SetSceneDirty();
- }
- /// <summary>
- /// Adds a HingeJoint component to the currently selected scene object.
- /// </summary>
- [MenuItem("Components/Physics/Hinge joint", 7598)]
- private static void AddHingeJoint()
- {
- SceneObject so = Selection.SceneObject;
- if (so == null)
- {
- so = new SceneObject("HingeJoint");
- GameObjectUndo.RecordNewSceneObject(so);
- so.AddComponent<HingeJoint>();
- FocusOnHierarchyOrScene();
- }
- else
- {
- GameObjectUndo.RecordSceneObject(so, false, "Added a HingeJoint component");
- so.AddComponent<HingeJoint>();
- }
- GameObjectUndo.ResolveDiffs();
- EditorApplication.SetSceneDirty();
- }
- /// <summary>
- /// Adds a SphericalJoint component to the currently selected scene object.
- /// </summary>
- [MenuItem("Components/Physics/Spherical joint", 7597)]
- private static void AddSphericalJoint()
- {
- SceneObject so = Selection.SceneObject;
- if (so == null)
- {
- so = new SceneObject("SphericalJoint");
- GameObjectUndo.RecordNewSceneObject(so);
- so.AddComponent<SphericalJoint>();
- FocusOnHierarchyOrScene();
- }
- else
- {
- GameObjectUndo.RecordSceneObject(so, false, "Added a SphericalJoint component");
- so.AddComponent<SphericalJoint>();
- }
- GameObjectUndo.ResolveDiffs();
- EditorApplication.SetSceneDirty();
- }
- /// <summary>
- /// Adds a SliderJoint component to the currently selected scene object.
- /// </summary>
- [MenuItem("Components/Physics/Slider joint", 7596)]
- private static void AddSliderJoint()
- {
- SceneObject so = Selection.SceneObject;
- if (so == null)
- {
- so = new SceneObject("SliderJoint");
- GameObjectUndo.RecordNewSceneObject(so);
- so.AddComponent<SliderJoint>();
- FocusOnHierarchyOrScene();
- }
- else
- {
- GameObjectUndo.RecordSceneObject(so, false, "Added a SliderJoint component");
- so.AddComponent<SliderJoint>();
- }
- GameObjectUndo.ResolveDiffs();
- EditorApplication.SetSceneDirty();
- }
- /// <summary>
- /// Adds a D6Joint component to the currently selected scene object.
- /// </summary>
- [MenuItem("Components/Physics/D6 joint", 7595)]
- private static void AddD6Joint()
- {
- SceneObject so = Selection.SceneObject;
- if (so == null)
- {
- so = new SceneObject("D6Joint");
- GameObjectUndo.RecordNewSceneObject(so);
- so.AddComponent<D6Joint>();
- FocusOnHierarchyOrScene();
- }
- else
- {
- GameObjectUndo.RecordSceneObject(so, false, "Added a D6Joint component");
- so.AddComponent<D6Joint>();
- }
- GameObjectUndo.ResolveDiffs();
- EditorApplication.SetSceneDirty();
- }
- /// <summary>
- /// Adds an AudioListener component to the currently selected scene object.
- /// </summary>
- [MenuItem("Components/Audio/Listener", 7550, true)]
- private static void AddAudioListener()
- {
- SceneObject so = Selection.SceneObject;
- if (so == null)
- {
- so = new SceneObject("AudioListener");
- GameObjectUndo.RecordNewSceneObject(so);
- so.AddComponent<AudioListener>();
- FocusOnHierarchyOrScene();
- }
- else
- {
- GameObjectUndo.RecordSceneObject(so, false, "Added a AudioListener component");
- so.AddComponent<AudioListener>();
- }
- GameObjectUndo.ResolveDiffs();
- EditorApplication.SetSceneDirty();
- }
- /// <summary>
- /// Adds an AudioSource component to the currently selected scene object.
- /// </summary>
- [MenuItem("Components/Audio/Source", 7549)]
- private static void AddAudioSource()
- {
- SceneObject so = Selection.SceneObject;
- if (so == null)
- {
- so = new SceneObject("AudioSource");
- GameObjectUndo.RecordNewSceneObject(so);
- so.AddComponent<AudioSource>();
- FocusOnHierarchyOrScene();
- }
- else
- {
- GameObjectUndo.RecordSceneObject(so, false, "Added a AudioSource component");
- so.AddComponent<AudioSource>();
- }
- GameObjectUndo.ResolveDiffs();
- EditorApplication.SetSceneDirty();
- }
- /// <summary>
- /// Adds an Animation component to the currently selected scene object.
- /// </summary>
- [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<Animation>();
- GameObjectUndo.ResolveDiffs();
- EditorApplication.SetSceneDirty();
- }
- /// <summary>
- /// Adds a Bone component to the currently selected scene object.
- /// </summary>
- [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<Bone>();
- GameObjectUndo.ResolveDiffs();
- EditorApplication.SetSceneDirty();
- }
- /// <summary>
- /// Creates a new empty scene object.
- /// </summary>
- [MenuItem("Scene Objects/Scene Object", 9000)]
- [ToolbarItem("SceneObject", ToolbarIcon.NewSceneObject, "Creates a new empty scene object", 1601, true)]
- private static void AddEmptySO()
- {
- UndoRedo.CreateSO("SceneObject", "New scene object");
- FocusOnHierarchyOrScene();
- EditorApplication.SetSceneDirty();
- }
- /// <summary>
- /// Creates a new scene object with a Camera component.
- /// </summary>
- [MenuItem("Scene Objects/Camera", 8950, true)]
- [ToolbarItem("Camera", ToolbarIcon.NewCamera, "New camera", 1600, false)]
- private static void AddCameraSO()
- {
- SceneObject so = new SceneObject("Camera");
- GameObjectUndo.RecordNewSceneObject(so);
- Camera cam = so.AddComponent<Camera>();
- cam.Main = true;
- GameObjectUndo.ResolveDiffs();
- FocusOnHierarchyOrScene();
- EditorApplication.SetSceneDirty();
- }
- /// <summary>
- /// Creates a new scene object with a Renderable component.
- /// </summary>
- [MenuItem("Scene Objects/Renderable", 8949)]
- [ToolbarItem("Renderable", ToolbarIcon.NewRenderable, "New renderable", 1599)]
- private static void AddRenderableSO()
- {
- SceneObject so = new SceneObject("Renderable");
- GameObjectUndo.RecordNewSceneObject(so);
- so.AddComponent<Renderable>();
- GameObjectUndo.ResolveDiffs();
- FocusOnHierarchyOrScene();
- EditorApplication.SetSceneDirty();
- }
- /// <summary>
- /// Creates a new scene object with a Particle System component.
- /// </summary>
- [MenuItem("Scene Objects/Particle system", 8948)]
- private static void AddParticleSystemSO()
- {
- SceneObject so = new SceneObject("Particle system");
- GameObjectUndo.RecordNewSceneObject(so);
- so.AddComponent<ParticleSystem>();
- GameObjectUndo.ResolveDiffs();
- FocusOnHierarchyOrScene();
- EditorApplication.SetSceneDirty();
- }
- /// <summary>
- /// Creates a new scene object with a Decal component.
- /// </summary>
- [MenuItem("Scene Objects/Decal", 8947)]
- private static void AddDecalSO()
- {
- SceneObject so = new SceneObject("Decal");
- GameObjectUndo.RecordNewSceneObject(so);
- so.AddComponent<Decal>();
- GameObjectUndo.ResolveDiffs();
- FocusOnHierarchyOrScene();
- EditorApplication.SetSceneDirty();
- }
- /// <summary>
- /// Creates a new scene object with a radial light component.
- /// </summary>
- [MenuItem("Scene Objects/Radial light", 8900, true)]
- [ToolbarItem("Point light", ToolbarIcon.NewPointLight, "New radial light", 1598)]
- private static void AddPointLightSO()
- {
- SceneObject so = new SceneObject("Radial light");
- GameObjectUndo.RecordNewSceneObject(so);
- Light light = so.AddComponent<Light>();
- light.Type = LightType.Radial;
- GameObjectUndo.ResolveDiffs();
- FocusOnHierarchyOrScene();
- EditorApplication.SetSceneDirty();
- }
- /// <summary>
- /// Creates a new scene object with a spot light component.
- /// </summary>
- [MenuItem("Scene Objects/Spot light", 8899)]
- [ToolbarItem("Spot light", ToolbarIcon.NewSpotLight, "New spot light", 1597)]
- private static void AddSpotLightSO()
- {
- SceneObject so = new SceneObject("Spot light");
- GameObjectUndo.RecordNewSceneObject(so);
- Light light = so.AddComponent<Light>();
- light.Type = LightType.Spot;
- GameObjectUndo.ResolveDiffs();
- FocusOnHierarchyOrScene();
- EditorApplication.SetSceneDirty();
- }
- /// <summary>
- /// Creates a new scene object with a directional light component.
- /// </summary>
- [MenuItem("Scene Objects/Directional light", 8898)]
- [ToolbarItem("Directional light", ToolbarIcon.NewDirLight, "New directional light", 1596)]
- private static void AddDirectionalLightSO()
- {
- SceneObject so = new SceneObject("Directional light");
- GameObjectUndo.RecordNewSceneObject(so);
- Light light = so.AddComponent<Light>();
- light.Type = LightType.Directional;
- GameObjectUndo.ResolveDiffs();
- FocusOnHierarchyOrScene();
- EditorApplication.SetSceneDirty();
- }
- /// <summary>
- /// Creates a new scene object with a GUI widget component.
- /// </summary>
- [MenuItem("Scene Objects/GUI widget", 8850, true)]
- private static void AddGUIWidgetSO()
- {
- SceneObject so = new SceneObject("GUI widget");
- GameObjectUndo.RecordNewSceneObject(so);
- so.AddComponent<GUIWidget>();
- GameObjectUndo.ResolveDiffs();
- FocusOnHierarchyOrScene();
- EditorApplication.SetSceneDirty();
- }
- /// <summary>
- /// Creates a new scene object with a box primitive.
- /// </summary>
- [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 = new SceneObject("Box");
- GameObjectUndo.RecordNewSceneObject(so);
- Renderable renderable = so.AddComponent<Renderable>();
- renderable.Mesh = Builtin.Box;
- so.AddComponent<BoxCollider>();
- GameObjectUndo.ResolveDiffs();
- FocusOnHierarchyOrScene();
- EditorApplication.SetSceneDirty();
- }
- /// <summary>
- /// Creates a new scene object with a sphere primitive.
- /// </summary>
- [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 = new SceneObject("Sphere");
- GameObjectUndo.RecordNewSceneObject(so);
- Renderable renderable = so.AddComponent<Renderable>();
- renderable.Mesh = Builtin.Sphere;
- so.AddComponent<SphereCollider>();
- GameObjectUndo.ResolveDiffs();
- FocusOnHierarchyOrScene();
- EditorApplication.SetSceneDirty();
- }
- /// <summary>
- /// Creates a new scene object with a cone primitive.
- /// </summary>
- [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 = new SceneObject("Cone");
- GameObjectUndo.RecordNewSceneObject(so);
- Renderable renderable = so.AddComponent<Renderable>();
- renderable.Mesh = Builtin.Cone;
- GameObjectUndo.ResolveDiffs();
- FocusOnHierarchyOrScene();
- EditorApplication.SetSceneDirty();
- }
- /// <summary>
- /// Creates a new scene object with a quad primitive.
- /// </summary>
- [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 = new SceneObject("Quad");
- GameObjectUndo.RecordNewSceneObject(so);
- Renderable renderable = so.AddComponent<Renderable>();
- renderable.Mesh = Builtin.Quad;
- GameObjectUndo.ResolveDiffs();
- FocusOnHierarchyOrScene();
- EditorApplication.SetSceneDirty();
- }
- /// <summary>
- /// Creates a new scene object with a disc primitive.
- /// </summary>
- [MenuItem("Scene Objects/3D primitives/Disc", 8096)]
- private static void Add3DDisc()
- {
- SceneObject so = new SceneObject("Disc");
- GameObjectUndo.RecordNewSceneObject(so);
- Renderable renderable = so.AddComponent<Renderable>();
- renderable.Mesh = Builtin.Disc;
- GameObjectUndo.ResolveDiffs();
- FocusOnHierarchyOrScene();
- EditorApplication.SetSceneDirty();
- }
- /// <summary>
- /// Applies changes from the prefab instance to the prefab resource.
- /// </summary>
- [MenuItem("Scene Objects/Apply prefab", 8025, true)]
- private static void ApplyPrefab()
- {
- SceneObject so = Selection.SceneObject;
- if (so == null)
- return;
- PrefabUtility.ApplyPrefab(so);
- }
- /// <summary>
- /// Reverts a prefab instance to the original state of its prefab.
- /// </summary>
- [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();
- }
- /// <summary>
- /// Breaks a link between a prefab and its instance.
- /// </summary>
- [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();
- }
- /// <summary>
- /// Cuts the currently selected scene object or resource.
- /// </summary>
- [MenuItem("Edit/Cut", 9450, true)]
- public static void Cut()
- {
- EditorApplication.TriggerGlobalShortcut(EditorApplication.CutKey);
- }
- /// <summary>
- /// Copies the currently selected scene object or resource.
- /// </summary>
- [MenuItem("Edit/Copy", 9449)]
- public static void Copy()
- {
- EditorApplication.TriggerGlobalShortcut(EditorApplication.CopyKey);
- }
- /// <summary>
- /// Pastes the scene objects or resources that were previously cut or copied.
- /// </summary>
- [MenuItem("Edit/Paste", 9448)]
- public static void Paste()
- {
- EditorApplication.TriggerGlobalShortcut(EditorApplication.PasteKey);
- }
- /// <summary>
- /// Deletes currently selected scene objects or resources.
- /// </summary>
- [MenuItem("Edit/Delete", 9447)]
- public static void Delete()
- {
- EditorApplication.TriggerGlobalShortcut(EditorApplication.DeleteKey);
- }
- /// <summary>
- /// Duplicates currently selected scene objects or resources.
- /// </summary>
- [MenuItem("Edit/Duplicate", 9446)]
- public static void Duplicate()
- {
- EditorApplication.TriggerGlobalShortcut(EditorApplication.DuplicateKey);
- }
- /// <summary>
- /// Executes the last command on the undo stack, undoing its operations.
- /// </summary>
- [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();
- }
- /// <summary>
- /// Executes the last command on the redo stack (last command we called undo on), re-applying its operation.
- /// </summary>
- [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();
- }
- /// <summary>
- /// Sets keyboard focus to the Hierarchy or Scene windows if open.
- /// </summary>
- private static void FocusOnHierarchyOrScene()
- {
- SceneWindow sceneWindow = EditorWindow.GetWindow<SceneWindow>();
- if (sceneWindow != null)
- {
- sceneWindow.HasFocus = true;
- return;
- }
- HierarchyWindow hierarchyWindow = EditorWindow.GetWindow<HierarchyWindow>();
- if (hierarchyWindow != null)
- hierarchyWindow.HasFocus = true;
- }
- }
- /** @} */
- }
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