MenuItems.cs 34 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. using System;
  4. using bs;
  5. namespace bs.Editor
  6. {
  7. /** @addtogroup Window
  8. * @{
  9. */
  10. /// <summary>
  11. /// Contains various menu item callbacks for the main editor menu bar.
  12. /// </summary>
  13. static class MenuItems
  14. {
  15. /// <summary>
  16. /// Adds a camera component to the currently selected scene object.
  17. /// </summary>
  18. [MenuItem("Components/Camera", 7950)]
  19. private static void AddCamera()
  20. {
  21. SceneObject so = Selection.SceneObject;
  22. if (so == null)
  23. return;
  24. GameObjectUndo.RecordSceneObject(so, false, "Added a Camera component");
  25. Camera cam = so.AddComponent<Camera>();
  26. cam.Main = true;
  27. GameObjectUndo.ResolveDiffs();
  28. EditorApplication.SetSceneDirty();
  29. }
  30. /// <summary>
  31. /// Adds a renderable component to the currently selected scene object.
  32. /// </summary>
  33. [MenuItem("Components/Renderable", 7949)]
  34. private static void AddRenderable()
  35. {
  36. SceneObject so = Selection.SceneObject;
  37. if (so == null)
  38. return;
  39. GameObjectUndo.RecordSceneObject(so, false, "Added a Renderable component");
  40. so.AddComponent<Renderable>();
  41. GameObjectUndo.ResolveDiffs();
  42. EditorApplication.SetSceneDirty();
  43. }
  44. /// <summary>
  45. /// Adds a ParticleSystem component to the currently selected scene object.
  46. /// </summary>
  47. [MenuItem("Components/Particle system", 7948)]
  48. private static void AddParticleSystem()
  49. {
  50. SceneObject so = Selection.SceneObject;
  51. if (so == null)
  52. return;
  53. GameObjectUndo.RecordSceneObject(so, false, "Added a Particle System component");
  54. so.AddComponent<ParticleSystem>();
  55. GameObjectUndo.ResolveDiffs();
  56. EditorApplication.SetSceneDirty();
  57. }
  58. /// <summary>
  59. /// Adds a Decal component to the currently selected scene object.
  60. /// </summary>
  61. [MenuItem("Components/Decal", 7947)]
  62. private static void AddDecal()
  63. {
  64. SceneObject so = Selection.SceneObject;
  65. if (so == null)
  66. return;
  67. GameObjectUndo.RecordSceneObject(so, false, "Added a Decal component");
  68. so.AddComponent<Decal>();
  69. GameObjectUndo.ResolveDiffs();
  70. EditorApplication.SetSceneDirty();
  71. }
  72. /// <summary>
  73. /// Adds a point light component to the currently selected scene object.
  74. /// </summary>
  75. [MenuItem("Components/Radial light", 7900, true)]
  76. private static void AddPointLight()
  77. {
  78. SceneObject so = Selection.SceneObject;
  79. if (so == null)
  80. return;
  81. GameObjectUndo.RecordSceneObject(so, false, "Added a Light component");
  82. Light light = so.AddComponent<Light>();
  83. light.Type = LightType.Radial;
  84. GameObjectUndo.ResolveDiffs();
  85. EditorApplication.SetSceneDirty();
  86. }
  87. /// <summary>
  88. /// Adds a spot light component to the currently selected scene object.
  89. /// </summary>
  90. [MenuItem("Components/Spot light", 7899)]
  91. private static void AddSpotLight()
  92. {
  93. SceneObject so = Selection.SceneObject;
  94. if (so == null)
  95. return;
  96. GameObjectUndo.RecordSceneObject(so, false, "Added a Light component");
  97. Light light = so.AddComponent<Light>();
  98. light.Type = LightType.Spot;
  99. GameObjectUndo.ResolveDiffs();
  100. EditorApplication.SetSceneDirty();
  101. }
  102. /// <summary>
  103. /// Adds a directional light component to the currently selected scene object.
  104. /// </summary>
  105. [MenuItem("Components/Directional light", 7898)]
  106. private static void AddDirectionalLight()
  107. {
  108. SceneObject so = Selection.SceneObject;
  109. if (so == null)
  110. return;
  111. GameObjectUndo.RecordSceneObject(so, false, "Added a Light component");
  112. Light light = so.AddComponent<Light>();
  113. light.Type = LightType.Directional;
  114. GameObjectUndo.ResolveDiffs();
  115. EditorApplication.SetSceneDirty();
  116. }
  117. /// <summary>
  118. /// Adds a Skybox component to the currently selected scene object.
  119. /// </summary>
  120. [MenuItem("Components/Skybox", 7897)]
  121. private static void AddSkybox()
  122. {
  123. SceneObject so = Selection.SceneObject;
  124. if (so == null)
  125. return;
  126. GameObjectUndo.RecordSceneObject(so, false, "Added an Skybox component");
  127. so.AddComponent<Skybox>();
  128. GameObjectUndo.ResolveDiffs();
  129. EditorApplication.SetSceneDirty();
  130. }
  131. /// <summary>
  132. /// Adds a ReflectionProbe component to the currently selected scene object.
  133. /// </summary>
  134. [MenuItem("Components/Reflection probe", 7896)]
  135. private static void AddReflectionProbe()
  136. {
  137. SceneObject so = Selection.SceneObject;
  138. if (so == null)
  139. return;
  140. GameObjectUndo.RecordSceneObject(so, false, "Added an ReflectionProbe component");
  141. so.AddComponent<ReflectionProbe>();
  142. GameObjectUndo.ResolveDiffs();
  143. EditorApplication.SetSceneDirty();
  144. }
  145. /// <summary>
  146. /// Adds a LightProbeVolume component to the currently selected scene object.
  147. /// </summary>
  148. [MenuItem("Components/Light probe volume", 7895)]
  149. private static void AddLightProbeVolume()
  150. {
  151. SceneObject so = Selection.SceneObject;
  152. if (so == null)
  153. return;
  154. GameObjectUndo.RecordSceneObject(so, false, "Added a Light Probe Volume component");
  155. so.AddComponent<LightProbeVolume>();
  156. GameObjectUndo.ResolveDiffs();
  157. EditorApplication.SetSceneDirty();
  158. }
  159. /// <summary>
  160. /// Adds a GUI widget component to the currently selected scene object.
  161. /// </summary>
  162. [MenuItem("Components/GUI widget", 7850, true)]
  163. private static void AddGUIWidget()
  164. {
  165. SceneObject so = Selection.SceneObject;
  166. if (so == null)
  167. return;
  168. GameObjectUndo.RecordSceneObject(so, false, "Added a GUIWidget component");
  169. so.AddComponent<GUIWidget>();
  170. GameObjectUndo.ResolveDiffs();
  171. EditorApplication.SetSceneDirty();
  172. }
  173. /// <summary>
  174. /// Adds a BoxCollider component to the currently selected scene object.
  175. /// </summary>
  176. [MenuItem("Components/Physics/Box collider", 7800, true)]
  177. private static void AddBoxCollider()
  178. {
  179. SceneObject so = Selection.SceneObject;
  180. if (so == null)
  181. {
  182. so = new SceneObject("BoxCollider");
  183. GameObjectUndo.RecordNewSceneObject(so);
  184. so.AddComponent<BoxCollider>();
  185. FocusOnHierarchyOrScene();
  186. }
  187. else
  188. {
  189. GameObjectUndo.RecordSceneObject(so, false, "Added a BoxCollider component");
  190. so.AddComponent<BoxCollider>();
  191. }
  192. GameObjectUndo.ResolveDiffs();
  193. EditorApplication.SetSceneDirty();
  194. }
  195. /// <summary>
  196. /// Adds a SphereCollider component to the currently selected scene object.
  197. /// </summary>
  198. [MenuItem("Components/Physics/Sphere collider", 7799)]
  199. private static void AddSphereCollider()
  200. {
  201. SceneObject so = Selection.SceneObject;
  202. if (so == null)
  203. {
  204. so = new SceneObject("SphereCollider");
  205. GameObjectUndo.RecordNewSceneObject(so);
  206. so.AddComponent<SphereCollider>();
  207. FocusOnHierarchyOrScene();
  208. }
  209. else
  210. {
  211. GameObjectUndo.RecordSceneObject(so, false, "Added a SphereCollider component");
  212. so.AddComponent<SphereCollider>();
  213. }
  214. GameObjectUndo.ResolveDiffs();
  215. EditorApplication.SetSceneDirty();
  216. }
  217. /// <summary>
  218. /// Adds a CapsuleCollider component to the currently selected scene object.
  219. /// </summary>
  220. [MenuItem("Components/Physics/Capsule collider", 7798)]
  221. private static void AddCapsuleCollider()
  222. {
  223. SceneObject so = Selection.SceneObject;
  224. if (so == null)
  225. {
  226. so = new SceneObject("CapsuleCollider");
  227. GameObjectUndo.RecordNewSceneObject(so);
  228. so.AddComponent<CapsuleCollider>();
  229. FocusOnHierarchyOrScene();
  230. }
  231. else
  232. {
  233. GameObjectUndo.RecordSceneObject(so, false, "Added a CapsuleCollider component");
  234. so.AddComponent<CapsuleCollider>();
  235. }
  236. GameObjectUndo.ResolveDiffs();
  237. EditorApplication.SetSceneDirty();
  238. }
  239. /// <summary>
  240. /// Adds a MeshCollider component to the currently selected scene object.
  241. /// </summary>
  242. [MenuItem("Components/Physics/Mesh collider", 7797)]
  243. private static void AddMeshCollider()
  244. {
  245. SceneObject so = Selection.SceneObject;
  246. if (so == null)
  247. {
  248. so = new SceneObject("MeshCollider");
  249. GameObjectUndo.RecordNewSceneObject(so);
  250. so.AddComponent<MeshCollider>();
  251. FocusOnHierarchyOrScene();
  252. }
  253. else
  254. {
  255. GameObjectUndo.RecordSceneObject(so, false, "Added a MeshCollider component");
  256. so.AddComponent<MeshCollider>();
  257. }
  258. GameObjectUndo.ResolveDiffs();
  259. EditorApplication.SetSceneDirty();
  260. }
  261. /// <summary>
  262. /// Adds a PlaneCollider component to the currently selected scene object.
  263. /// </summary>
  264. [MenuItem("Components/Physics/Plane collider", 7796)]
  265. private static void AddPlaneCollider()
  266. {
  267. SceneObject so = Selection.SceneObject;
  268. if (so == null)
  269. {
  270. so = new SceneObject("PlaneCollider");
  271. GameObjectUndo.RecordNewSceneObject(so);
  272. so.AddComponent<PlaneCollider>();
  273. FocusOnHierarchyOrScene();
  274. }
  275. else
  276. {
  277. GameObjectUndo.RecordSceneObject(so, false, "Added a PlaneCollider component");
  278. so.AddComponent<PlaneCollider>();
  279. }
  280. GameObjectUndo.ResolveDiffs();
  281. EditorApplication.SetSceneDirty();
  282. }
  283. /// <summary>
  284. /// Adds a Rigidbody component to the currently selected scene object.
  285. /// </summary>
  286. [MenuItem("Components/Physics/Rigidbody", 7750, true)]
  287. private static void AddRigidbody()
  288. {
  289. SceneObject so = Selection.SceneObject;
  290. if (so == null)
  291. {
  292. so = new SceneObject("Rigidbody");
  293. GameObjectUndo.RecordNewSceneObject(so);
  294. so.AddComponent<Rigidbody>();
  295. FocusOnHierarchyOrScene();
  296. }
  297. else
  298. {
  299. GameObjectUndo.RecordSceneObject(so, false, "Added a Rigidbody component");
  300. so.AddComponent<Rigidbody>();
  301. }
  302. GameObjectUndo.ResolveDiffs();
  303. EditorApplication.SetSceneDirty();
  304. }
  305. /// <summary>
  306. /// Adds a CharacterController component to the currently selected scene object.
  307. /// </summary>
  308. [MenuItem("Components/Physics/Character controller", 7749)]
  309. private static void AddCharacterController()
  310. {
  311. SceneObject so = Selection.SceneObject;
  312. if (so == null)
  313. {
  314. so = new SceneObject("CharacterController");
  315. GameObjectUndo.RecordNewSceneObject(so);
  316. so.AddComponent<CharacterController>();
  317. FocusOnHierarchyOrScene();
  318. }
  319. else
  320. {
  321. GameObjectUndo.RecordSceneObject(so, false, "Added a CharacterController component");
  322. so.AddComponent<CharacterController>();
  323. }
  324. GameObjectUndo.ResolveDiffs();
  325. EditorApplication.SetSceneDirty();
  326. }
  327. /// <summary>
  328. /// Adds a FixedJoint component to the currently selected scene object.
  329. /// </summary>
  330. [MenuItem("Components/Physics/Fixed joint", 7600, true)]
  331. private static void AddFixedJoint()
  332. {
  333. SceneObject so = Selection.SceneObject;
  334. if (so == null)
  335. {
  336. so = new SceneObject("FixedJoint");
  337. GameObjectUndo.RecordNewSceneObject(so);
  338. so.AddComponent<FixedJoint>();
  339. FocusOnHierarchyOrScene();
  340. }
  341. else
  342. {
  343. GameObjectUndo.RecordSceneObject(so, false, "Added a FixedJoint component");
  344. so.AddComponent<FixedJoint>();
  345. }
  346. GameObjectUndo.ResolveDiffs();
  347. EditorApplication.SetSceneDirty();
  348. }
  349. /// <summary>
  350. /// Adds a DistanceJoint component to the currently selected scene object.
  351. /// </summary>
  352. [MenuItem("Components/Physics/Distance joint", 7599)]
  353. private static void AddDistanceJoint()
  354. {
  355. SceneObject so = Selection.SceneObject;
  356. if (so == null)
  357. {
  358. so = new SceneObject("DistanceJoint");
  359. GameObjectUndo.RecordNewSceneObject(so);
  360. so.AddComponent<DistanceJoint>();
  361. FocusOnHierarchyOrScene();
  362. }
  363. else
  364. {
  365. GameObjectUndo.RecordSceneObject(so, false, "Added a DistanceJoint component");
  366. so.AddComponent<DistanceJoint>();
  367. }
  368. GameObjectUndo.ResolveDiffs();
  369. EditorApplication.SetSceneDirty();
  370. }
  371. /// <summary>
  372. /// Adds a HingeJoint component to the currently selected scene object.
  373. /// </summary>
  374. [MenuItem("Components/Physics/Hinge joint", 7598)]
  375. private static void AddHingeJoint()
  376. {
  377. SceneObject so = Selection.SceneObject;
  378. if (so == null)
  379. {
  380. so = new SceneObject("HingeJoint");
  381. GameObjectUndo.RecordNewSceneObject(so);
  382. so.AddComponent<HingeJoint>();
  383. FocusOnHierarchyOrScene();
  384. }
  385. else
  386. {
  387. GameObjectUndo.RecordSceneObject(so, false, "Added a HingeJoint component");
  388. so.AddComponent<HingeJoint>();
  389. }
  390. GameObjectUndo.ResolveDiffs();
  391. EditorApplication.SetSceneDirty();
  392. }
  393. /// <summary>
  394. /// Adds a SphericalJoint component to the currently selected scene object.
  395. /// </summary>
  396. [MenuItem("Components/Physics/Spherical joint", 7597)]
  397. private static void AddSphericalJoint()
  398. {
  399. SceneObject so = Selection.SceneObject;
  400. if (so == null)
  401. {
  402. so = new SceneObject("SphericalJoint");
  403. GameObjectUndo.RecordNewSceneObject(so);
  404. so.AddComponent<SphericalJoint>();
  405. FocusOnHierarchyOrScene();
  406. }
  407. else
  408. {
  409. GameObjectUndo.RecordSceneObject(so, false, "Added a SphericalJoint component");
  410. so.AddComponent<SphericalJoint>();
  411. }
  412. GameObjectUndo.ResolveDiffs();
  413. EditorApplication.SetSceneDirty();
  414. }
  415. /// <summary>
  416. /// Adds a SliderJoint component to the currently selected scene object.
  417. /// </summary>
  418. [MenuItem("Components/Physics/Slider joint", 7596)]
  419. private static void AddSliderJoint()
  420. {
  421. SceneObject so = Selection.SceneObject;
  422. if (so == null)
  423. {
  424. so = new SceneObject("SliderJoint");
  425. GameObjectUndo.RecordNewSceneObject(so);
  426. so.AddComponent<SliderJoint>();
  427. FocusOnHierarchyOrScene();
  428. }
  429. else
  430. {
  431. GameObjectUndo.RecordSceneObject(so, false, "Added a SliderJoint component");
  432. so.AddComponent<SliderJoint>();
  433. }
  434. GameObjectUndo.ResolveDiffs();
  435. EditorApplication.SetSceneDirty();
  436. }
  437. /// <summary>
  438. /// Adds a D6Joint component to the currently selected scene object.
  439. /// </summary>
  440. [MenuItem("Components/Physics/D6 joint", 7595)]
  441. private static void AddD6Joint()
  442. {
  443. SceneObject so = Selection.SceneObject;
  444. if (so == null)
  445. {
  446. so = new SceneObject("D6Joint");
  447. GameObjectUndo.RecordNewSceneObject(so);
  448. so.AddComponent<D6Joint>();
  449. FocusOnHierarchyOrScene();
  450. }
  451. else
  452. {
  453. GameObjectUndo.RecordSceneObject(so, false, "Added a D6Joint component");
  454. so.AddComponent<D6Joint>();
  455. }
  456. GameObjectUndo.ResolveDiffs();
  457. EditorApplication.SetSceneDirty();
  458. }
  459. /// <summary>
  460. /// Adds an AudioListener component to the currently selected scene object.
  461. /// </summary>
  462. [MenuItem("Components/Audio/Listener", 7550, true)]
  463. private static void AddAudioListener()
  464. {
  465. SceneObject so = Selection.SceneObject;
  466. if (so == null)
  467. {
  468. so = new SceneObject("AudioListener");
  469. GameObjectUndo.RecordNewSceneObject(so);
  470. so.AddComponent<AudioListener>();
  471. FocusOnHierarchyOrScene();
  472. }
  473. else
  474. {
  475. GameObjectUndo.RecordSceneObject(so, false, "Added a AudioListener component");
  476. so.AddComponent<AudioListener>();
  477. }
  478. GameObjectUndo.ResolveDiffs();
  479. EditorApplication.SetSceneDirty();
  480. }
  481. /// <summary>
  482. /// Adds an AudioSource component to the currently selected scene object.
  483. /// </summary>
  484. [MenuItem("Components/Audio/Source", 7549)]
  485. private static void AddAudioSource()
  486. {
  487. SceneObject so = Selection.SceneObject;
  488. if (so == null)
  489. {
  490. so = new SceneObject("AudioSource");
  491. GameObjectUndo.RecordNewSceneObject(so);
  492. so.AddComponent<AudioSource>();
  493. FocusOnHierarchyOrScene();
  494. }
  495. else
  496. {
  497. GameObjectUndo.RecordSceneObject(so, false, "Added a AudioSource component");
  498. so.AddComponent<AudioSource>();
  499. }
  500. GameObjectUndo.ResolveDiffs();
  501. EditorApplication.SetSceneDirty();
  502. }
  503. /// <summary>
  504. /// Adds an Animation component to the currently selected scene object.
  505. /// </summary>
  506. [MenuItem("Components/Animation", 7500, true)]
  507. private static void AddAnimation()
  508. {
  509. SceneObject so = Selection.SceneObject;
  510. if (so == null)
  511. return;
  512. GameObjectUndo.RecordSceneObject(so, false, "Added an Animation component");
  513. so.AddComponent<Animation>();
  514. GameObjectUndo.ResolveDiffs();
  515. EditorApplication.SetSceneDirty();
  516. }
  517. /// <summary>
  518. /// Adds a Bone component to the currently selected scene object.
  519. /// </summary>
  520. [MenuItem("Components/Bone", 7499)]
  521. private static void AddBone()
  522. {
  523. SceneObject so = Selection.SceneObject;
  524. if (so == null)
  525. return;
  526. GameObjectUndo.RecordSceneObject(so, false, "Added an Bone component");
  527. so.AddComponent<Bone>();
  528. GameObjectUndo.ResolveDiffs();
  529. EditorApplication.SetSceneDirty();
  530. }
  531. /// <summary>
  532. /// Creates a new empty scene object.
  533. /// </summary>
  534. [MenuItem("Scene Objects/Scene Object", 9000)]
  535. [ToolbarItem("SceneObject", ToolbarIcon.NewSceneObject, "Creates a new empty scene object", 1601, true)]
  536. private static void AddEmptySO()
  537. {
  538. UndoRedo.CreateSO("SceneObject", "New scene object");
  539. FocusOnHierarchyOrScene();
  540. EditorApplication.SetSceneDirty();
  541. }
  542. /// <summary>
  543. /// Creates a new scene object with a Camera component.
  544. /// </summary>
  545. [MenuItem("Scene Objects/Camera", 8950, true)]
  546. [ToolbarItem("Camera", ToolbarIcon.NewCamera, "New camera", 1600, false)]
  547. private static void AddCameraSO()
  548. {
  549. SceneObject so = new SceneObject("Camera");
  550. GameObjectUndo.RecordNewSceneObject(so);
  551. Camera cam = so.AddComponent<Camera>();
  552. cam.Main = true;
  553. GameObjectUndo.ResolveDiffs();
  554. FocusOnHierarchyOrScene();
  555. EditorApplication.SetSceneDirty();
  556. }
  557. /// <summary>
  558. /// Creates a new scene object with a Renderable component.
  559. /// </summary>
  560. [MenuItem("Scene Objects/Renderable", 8949)]
  561. [ToolbarItem("Renderable", ToolbarIcon.NewRenderable, "New renderable", 1599)]
  562. private static void AddRenderableSO()
  563. {
  564. SceneObject so = new SceneObject("Renderable");
  565. GameObjectUndo.RecordNewSceneObject(so);
  566. so.AddComponent<Renderable>();
  567. GameObjectUndo.ResolveDiffs();
  568. FocusOnHierarchyOrScene();
  569. EditorApplication.SetSceneDirty();
  570. }
  571. /// <summary>
  572. /// Creates a new scene object with a Particle System component.
  573. /// </summary>
  574. [MenuItem("Scene Objects/Particle system", 8948)]
  575. private static void AddParticleSystemSO()
  576. {
  577. SceneObject so = new SceneObject("Particle system");
  578. GameObjectUndo.RecordNewSceneObject(so);
  579. so.AddComponent<ParticleSystem>();
  580. GameObjectUndo.ResolveDiffs();
  581. FocusOnHierarchyOrScene();
  582. EditorApplication.SetSceneDirty();
  583. }
  584. /// <summary>
  585. /// Creates a new scene object with a Decal component.
  586. /// </summary>
  587. [MenuItem("Scene Objects/Decal", 8947)]
  588. private static void AddDecalSO()
  589. {
  590. SceneObject so = new SceneObject("Decal");
  591. GameObjectUndo.RecordNewSceneObject(so);
  592. so.AddComponent<Decal>();
  593. GameObjectUndo.ResolveDiffs();
  594. FocusOnHierarchyOrScene();
  595. EditorApplication.SetSceneDirty();
  596. }
  597. /// <summary>
  598. /// Creates a new scene object with a radial light component.
  599. /// </summary>
  600. [MenuItem("Scene Objects/Radial light", 8900, true)]
  601. [ToolbarItem("Point light", ToolbarIcon.NewPointLight, "New radial light", 1598)]
  602. private static void AddPointLightSO()
  603. {
  604. SceneObject so = new SceneObject("Radial light");
  605. GameObjectUndo.RecordNewSceneObject(so);
  606. Light light = so.AddComponent<Light>();
  607. light.Type = LightType.Radial;
  608. GameObjectUndo.ResolveDiffs();
  609. FocusOnHierarchyOrScene();
  610. EditorApplication.SetSceneDirty();
  611. }
  612. /// <summary>
  613. /// Creates a new scene object with a spot light component.
  614. /// </summary>
  615. [MenuItem("Scene Objects/Spot light", 8899)]
  616. [ToolbarItem("Spot light", ToolbarIcon.NewSpotLight, "New spot light", 1597)]
  617. private static void AddSpotLightSO()
  618. {
  619. SceneObject so = new SceneObject("Spot light");
  620. GameObjectUndo.RecordNewSceneObject(so);
  621. Light light = so.AddComponent<Light>();
  622. light.Type = LightType.Spot;
  623. GameObjectUndo.ResolveDiffs();
  624. FocusOnHierarchyOrScene();
  625. EditorApplication.SetSceneDirty();
  626. }
  627. /// <summary>
  628. /// Creates a new scene object with a directional light component.
  629. /// </summary>
  630. [MenuItem("Scene Objects/Directional light", 8898)]
  631. [ToolbarItem("Directional light", ToolbarIcon.NewDirLight, "New directional light", 1596)]
  632. private static void AddDirectionalLightSO()
  633. {
  634. SceneObject so = new SceneObject("Directional light");
  635. GameObjectUndo.RecordNewSceneObject(so);
  636. Light light = so.AddComponent<Light>();
  637. light.Type = LightType.Directional;
  638. GameObjectUndo.ResolveDiffs();
  639. FocusOnHierarchyOrScene();
  640. EditorApplication.SetSceneDirty();
  641. }
  642. /// <summary>
  643. /// Creates a new scene object with a GUI widget component.
  644. /// </summary>
  645. [MenuItem("Scene Objects/GUI widget", 8850, true)]
  646. private static void AddGUIWidgetSO()
  647. {
  648. SceneObject so = new SceneObject("GUI widget");
  649. GameObjectUndo.RecordNewSceneObject(so);
  650. so.AddComponent<GUIWidget>();
  651. GameObjectUndo.ResolveDiffs();
  652. FocusOnHierarchyOrScene();
  653. EditorApplication.SetSceneDirty();
  654. }
  655. /// <summary>
  656. /// Creates a new scene object with a box primitive.
  657. /// </summary>
  658. [MenuItem("Scene Objects/3D primitives/Box", 8100, true)]
  659. [ToolbarItem("Cube", ToolbarIcon.NewCube, "Creates a scene object with a box primitive", 1700, true)]
  660. private static void Add3DBox()
  661. {
  662. SceneObject so = new SceneObject("Box");
  663. GameObjectUndo.RecordNewSceneObject(so);
  664. Renderable renderable = so.AddComponent<Renderable>();
  665. renderable.Mesh = Builtin.Box;
  666. GameObjectUndo.ResolveDiffs();
  667. FocusOnHierarchyOrScene();
  668. EditorApplication.SetSceneDirty();
  669. }
  670. /// <summary>
  671. /// Creates a new scene object with a sphere primitive.
  672. /// </summary>
  673. [MenuItem("Scene Objects/3D primitives/Sphere", 8099)]
  674. [ToolbarItem("Sphere", ToolbarIcon.NewSphere, "Creates a scene object with a sphere primitive", 1699)]
  675. private static void Add3DSphere()
  676. {
  677. SceneObject so = new SceneObject("Sphere");
  678. GameObjectUndo.RecordNewSceneObject(so);
  679. Renderable renderable = so.AddComponent<Renderable>();
  680. renderable.Mesh = Builtin.Sphere;
  681. GameObjectUndo.ResolveDiffs();
  682. FocusOnHierarchyOrScene();
  683. EditorApplication.SetSceneDirty();
  684. }
  685. /// <summary>
  686. /// Creates a new scene object with a cone primitive.
  687. /// </summary>
  688. [MenuItem("Scene Objects/3D primitives/Cone", 8098)]
  689. [ToolbarItem("Cone", ToolbarIcon.NewCone, "Creates a scene object with a cone primitive", 1698)]
  690. private static void Add3DCone()
  691. {
  692. SceneObject so = new SceneObject("Cone");
  693. GameObjectUndo.RecordNewSceneObject(so);
  694. Renderable renderable = so.AddComponent<Renderable>();
  695. renderable.Mesh = Builtin.Cone;
  696. GameObjectUndo.ResolveDiffs();
  697. FocusOnHierarchyOrScene();
  698. EditorApplication.SetSceneDirty();
  699. }
  700. /// <summary>
  701. /// Creates a new scene object with a quad primitive.
  702. /// </summary>
  703. [MenuItem("Scene Objects/3D primitives/Quad", 8097)]
  704. [ToolbarItem("Quad", ToolbarIcon.NewQuad, "Creates a scene object with a quad primitive", 1697)]
  705. private static void Add3DQuad()
  706. {
  707. SceneObject so = new SceneObject("Quad");
  708. GameObjectUndo.RecordNewSceneObject(so);
  709. Renderable renderable = so.AddComponent<Renderable>();
  710. renderable.Mesh = Builtin.Quad;
  711. GameObjectUndo.ResolveDiffs();
  712. FocusOnHierarchyOrScene();
  713. EditorApplication.SetSceneDirty();
  714. }
  715. /// <summary>
  716. /// Creates a new scene object with a disc primitive.
  717. /// </summary>
  718. [MenuItem("Scene Objects/3D primitives/Disc", 8096)]
  719. private static void Add3DDisc()
  720. {
  721. SceneObject so = new SceneObject("Disc");
  722. GameObjectUndo.RecordNewSceneObject(so);
  723. Renderable renderable = so.AddComponent<Renderable>();
  724. renderable.Mesh = Builtin.Disc;
  725. GameObjectUndo.ResolveDiffs();
  726. FocusOnHierarchyOrScene();
  727. EditorApplication.SetSceneDirty();
  728. }
  729. /// <summary>
  730. /// Applies changes from the prefab instance to the prefab resource.
  731. /// </summary>
  732. [MenuItem("Scene Objects/Apply prefab", 8025, true)]
  733. private static void ApplyPrefab()
  734. {
  735. SceneObject so = Selection.SceneObject;
  736. if (so == null)
  737. return;
  738. PrefabUtility.ApplyPrefab(so);
  739. }
  740. /// <summary>
  741. /// Reverts a prefab instance to the original state of its prefab.
  742. /// </summary>
  743. [MenuItem("Scene Objects/Revert to prefab", 8024)]
  744. private static void RevertToPrefab()
  745. {
  746. SceneObject so = Selection.SceneObject;
  747. if (so == null)
  748. return;
  749. GameObjectUndo.RecordSceneObject(so, true, "Reverting \"" + so.Name + "\" to prefab.");
  750. PrefabUtility.RevertPrefab(so);
  751. GameObjectUndo.ResolveDiffs();
  752. EditorApplication.SetSceneDirty();
  753. }
  754. /// <summary>
  755. /// Breaks a link between a prefab and its instance.
  756. /// </summary>
  757. [MenuItem("Scene Objects/Break prefab link", 8023)]
  758. private static void BreakPrefabLink()
  759. {
  760. SceneObject so = Selection.SceneObject;
  761. if (so == null)
  762. return;
  763. UndoRedo.BreakPrefab(so, "Breaking prefab link for " + so.Name);
  764. EditorApplication.SetSceneDirty();
  765. }
  766. /// <summary>
  767. /// Cuts the currently selected scene object or resource.
  768. /// </summary>
  769. [MenuItem("Edit/Cut", 9450, true)]
  770. public static void Cut()
  771. {
  772. EditorApplication.TriggerGlobalShortcut(EditorApplication.CutKey);
  773. }
  774. /// <summary>
  775. /// Copies the currently selected scene object or resource.
  776. /// </summary>
  777. [MenuItem("Edit/Copy", 9449)]
  778. public static void Copy()
  779. {
  780. EditorApplication.TriggerGlobalShortcut(EditorApplication.CopyKey);
  781. }
  782. /// <summary>
  783. /// Pastes the scene objects or resources that were previously cut or copied.
  784. /// </summary>
  785. [MenuItem("Edit/Paste", 9448)]
  786. public static void Paste()
  787. {
  788. EditorApplication.TriggerGlobalShortcut(EditorApplication.PasteKey);
  789. }
  790. /// <summary>
  791. /// Deletes currently selected scene objects or resources.
  792. /// </summary>
  793. [MenuItem("Edit/Delete", 9447)]
  794. public static void Delete()
  795. {
  796. EditorApplication.TriggerGlobalShortcut(EditorApplication.DeleteKey);
  797. }
  798. /// <summary>
  799. /// Duplicates currently selected scene objects or resources.
  800. /// </summary>
  801. [MenuItem("Edit/Duplicate", 9446)]
  802. public static void Duplicate()
  803. {
  804. EditorApplication.TriggerGlobalShortcut(EditorApplication.DuplicateKey);
  805. }
  806. /// <summary>
  807. /// Executes the last command on the undo stack, undoing its operations.
  808. /// </summary>
  809. [MenuItem("Edit/Undo", ButtonModifier.Ctrl, ButtonCode.Z, 9500, true)]
  810. [ToolbarItem("Undo", ToolbarIcon.Undo, "Undo (Ctrl + Z)", 1900, true)]
  811. public static void Undo()
  812. {
  813. EditorWindow[] allWindows = EditorWindow.AllWindows;
  814. foreach (var window in allWindows)
  815. {
  816. if (!window.HasFocus)
  817. continue;
  818. UndoRedo localStack = window.UndoRedo;
  819. if (localStack == null)
  820. continue;
  821. localStack.Undo();
  822. return;
  823. }
  824. GameObjectUndo.ResolveDiffs();
  825. UndoRedo.Global.Undo();
  826. }
  827. /// <summary>
  828. /// Executes the last command on the redo stack (last command we called undo on), re-applying its operation.
  829. /// </summary>
  830. [MenuItem("Edit/Redo", ButtonModifier.Ctrl, ButtonCode.Y, 9499)]
  831. [ToolbarItem("Redo", ToolbarIcon.Redo, "Redo (Ctrl + Y)", 1899)]
  832. public static void Redo()
  833. {
  834. EditorWindow[] allWindows = EditorWindow.AllWindows;
  835. foreach (var window in allWindows)
  836. {
  837. if (!window.HasFocus)
  838. continue;
  839. UndoRedo localStack = window.UndoRedo;
  840. if (localStack == null)
  841. continue;
  842. localStack.Redo();
  843. return;
  844. }
  845. UndoRedo.Global.Redo();
  846. }
  847. /// <summary>
  848. /// Sets keyboard focus to the Hierarchy or Scene windows if open.
  849. /// </summary>
  850. private static void FocusOnHierarchyOrScene()
  851. {
  852. SceneWindow sceneWindow = EditorWindow.GetWindow<SceneWindow>();
  853. if (sceneWindow != null)
  854. {
  855. sceneWindow.HasFocus = true;
  856. return;
  857. }
  858. HierarchyWindow hierarchyWindow = EditorWindow.GetWindow<HierarchyWindow>();
  859. if (hierarchyWindow != null)
  860. hierarchyWindow.HasFocus = true;
  861. }
  862. }
  863. /** @} */
  864. }