This commit is contained in:
2025-05-13 05:18:03 +03:00
parent 0790b782f2
commit 2ca246b75c
1494 changed files with 22057 additions and 0 deletions
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using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic;
[CustomEditor(typeof(AdvancedPhysicsMaterial))]
[CanEditMultipleObjects]
public class AdvancedPhysicsMaterialEditor : Editor {
public override void OnInspectorGUI(){
AdvancedPhysicsMaterial mat = (AdvancedPhysicsMaterial)target;
serializedObject.Update();
EditorGUIUtility.LookLikeInspector();
if (mat != null) {
EditorGUILayout.LabelField("Selection name: " + mat.name.ToString());
var mt = typeof(AdvancedPhysics.Matters);
var matters = mt.GetFields();
int selectedMatter = 0;
List<string> matterNames = new List<string>();
for(int i = 0; i < matters.Length; ++i){
var m = matters[i];
if(m.FieldType == typeof(AdvancedPhysics.Matter)){
matterNames.Add(m.Name);
}
if(mat.matter != null && (mat.matter == m.GetValue(null))){
//Debug.Log("LOL " + i);
selectedMatter = i;
}
}
EditorGUILayout.LabelField("Matter:");
selectedMatter = EditorGUILayout.Popup(selectedMatter, matterNames.ToArray());
mat.matter = (AdvancedPhysics.Matter)matters[selectedMatter].GetValue(null);
EditorGUILayout.LabelField("Volume (m^3): " + mat.Volume);
EditorGUILayout.LabelField("Mass (kg): " + mat.Mass);
mat.UpdateParameters();
}
}
}
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using UnityEngine;
using UnityEditor;
using System.Collections;
public class LevelEditor : EditorWindow
{
string myString = "Hello World";
bool groupEnabled;
bool myBool = true;
float myFloat = 1.23f;
// Add menu item named "My Window" to the Window menu
[MenuItem("Window/LevelEditor")]
public static void ShowWindow()
{
//Show existing window instance. If one doesn't exist, make one.
EditorWindow.GetWindow(typeof(LevelEditor));
}
float AlingToGrid(float value, float gridStep = 0.5f){
float div = value / gridStep;
int cellId = Mathf.FloorToInt (div);
float frac = div - (float)cellId;
return (float)cellId * gridStep + (Mathf.Abs(frac) > 0.5f ? gridStep : 0.0f);
}
Vector3 AlingToGrid(Vector3 value, float gridStep = 0.5f){
return new Vector3 (
AlingToGrid(value.x, gridStep),
AlingToGrid(value.y, gridStep),
AlingToGrid(value.z, gridStep));
}
void OnGUI()
{
GUILayout.Label ("Blocks alignment", EditorStyles.boldLabel);
if (GUILayout.Button ("Aling position to grid")) {
foreach(var obj in Selection.objects){
GameObject go = obj as GameObject;
if(go != null){
go.transform.position = AlingToGrid(go.transform.position);
}
}
}
if (GUILayout.Button ("Aling rotation to grid")) {
foreach(var obj in Selection.objects){
GameObject go = obj as GameObject;
if(go != null){
go.transform.rotation = Quaternion.Euler(AlingToGrid(go.transform.rotation.eulerAngles, 45.0f));
}
}
}
/*myString = EditorGUILayout.TextField ("Text Field", myString);
groupEnabled = EditorGUILayout.BeginToggleGroup ("Optional Settings", groupEnabled);
myBool = EditorGUILayout.Toggle ("Toggle", myBool);
myFloat = EditorGUILayout.Slider ("Slider", myFloat, -3, 3);
EditorGUILayout.EndToggleGroup ();*/
}
}
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using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic;
public interface IMeshGenerator{
void OnGUI();
}
public class NodeEditor : EditorWindow {
List<Rect> windows = new List<Rect>();
List<int> windowsToAttach = new List<int>();
List<int> attachedWindows = new List<int>();
[MenuItem("Window/Node editor")]
static void ShowEditor() {
NodeEditor editor = EditorWindow.GetWindow<NodeEditor>();
}
void OnGUI() {
if (windowsToAttach.Count == 2) {
attachedWindows.Add(windowsToAttach[0]);
attachedWindows.Add(windowsToAttach[1]);
windowsToAttach = new List<int>();
}
if (attachedWindows.Count >= 2) {
for (int i = 0; i < attachedWindows.Count; i += 2) {
DrawNodeCurve(windows[attachedWindows[i]], windows[attachedWindows[i + 1]]);
}
}
BeginWindows();
if (GUILayout.Button("Create Node")) {
windows.Add(new Rect(10, 10, 100, 100));
}
for (int i = 0; i < windows.Count; i++) {
windows[i] = GUI.Window(i, windows[i], DrawNodeWindow, "Window " + i);
}
EndWindows();
}
void DrawNodeWindow(int id) {
if (GUILayout.Button("Attach")) {
windowsToAttach.Add(id);
}
GUI.DragWindow();
}
void DrawNodeCurve(Rect start, Rect end) {
Vector3 startPos = new Vector3(start.x + start.width, start.y + start.height / 2, 0);
Vector3 endPos = new Vector3(end.x, end.y + end.height / 2, 0);
Vector3 startTan = startPos + Vector3.right * 50;
Vector3 endTan = endPos + Vector3.left * 50;
Color shadowCol = new Color(0, 0, 0, 0.06f);
for (int i = 0; i < 3; i++) {// Draw a shadow
Handles.DrawBezier(startPos, endPos, startTan, endTan, shadowCol, null, (i + 1) * 5);
}
Handles.DrawBezier(startPos, endPos, startTan, endTan, Color.black, null, 1);
}
}
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