Files
2025-05-13 05:18:03 +03:00

62 lines
1.8 KiB
C#

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 ();*/
}
}