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diegographics

Untitled

Apr 27th, 2017
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  1. //MD5Hash:cebfce73cdca460dbaf107a02356aea2;
  2. using UnityEditor;
  3. using System;
  4. using UnityEngine;
  5. using System.Collections.Generic;
  6.  
  7.  
  8. [UnityEditor.CustomEditor(typeof(Connector))]
  9. public class ConnectorInspector : UnityEditor.Editor
  10. {
  11.     internal bool PreviewToggle = false;
  12.     public UnityEngine.GameObject PreviewConnectors = null;
  13.  
  14.  
  15.     public Connector GiveConnector()
  16.     {
  17.         return (target as Connector);
  18.     }
  19.     public override void OnInspectorGUI()
  20.     {
  21.         UnityEngine.GUI.skin = (UnityEditor.EditorGUIUtility.Load(@"ConnectorSystem\ConnectorInspector.guiskin") as UnityEngine.GUISkin);
  22.         UnityEngine.GUILayout.Box(UnityEngine.Resources.Load<UnityEngine.Texture>(@"ConnectorSystem\Textures\Banner"));
  23.         UnityEngine.GUILayout.Toolbar(0, new string[]
  24.         {
  25.             "Connectors",
  26.             "Einstellungen",
  27.             "Hilfe",
  28.         });
  29.         ///Draws default inspector. Create you'r code after this node
  30.         DrawDefaultInspector();
  31.         if (GiveConnector().PreviewToggle_Save)
  32.         {
  33.             if (UnityEngine.GUILayout.Button("Vorschau Deaktivieren"))
  34.             {
  35.                 GiveConnector().PreviewToggle_Save = false;
  36.                 TogglePreview();
  37.             }
  38.  
  39.         }
  40.         else
  41.         {
  42.             if (UnityEngine.GUILayout.Button("Vorschau Aktivieren"))
  43.             {
  44.                 GiveConnector().PreviewToggle_Save = true;
  45.                 TogglePreview();
  46.             }
  47.  
  48.         }
  49.  
  50.     }
  51.     public void OnEnable()
  52.     {
  53.     }
  54.     public void EditorUpdate()
  55.     {
  56.         if (GiveConnector().PreviewToggle_Save)
  57.         {
  58.             UpdateConnector_Preview();
  59.         }
  60.  
  61.     }
  62.     public void TogglePreview()
  63.     {
  64.         if (GiveConnector().PreviewToggle_Save)
  65.         {
  66.             UnityEngine.Debug.Log("0");
  67.             UnityEditor.EditorApplication.update = EditorUpdate;
  68.             GenerateConnector_Preview();
  69.         }
  70.         else
  71.         {
  72.             UnityEngine.Debug.Log("1");
  73.             DestroyConnector_Preview();
  74.         }
  75.  
  76.     }
  77.     public void GenerateConnector_Preview()
  78.     {
  79.         int IndexCounter = 0;
  80.  
  81.         UnityEngine.Debug.Log("GenerateConnector_Preview");
  82.         foreach (var iterator_181 in GiveConnector().Connectors)
  83.         {
  84.             UnityEngine.Debug.Log("Tick..." + iterator_181.Con_Position.ToString() + iterator_181.Con_Rotation.ToString() + "Index" + IndexCounter.ToString());
  85.             GiveConnector().PreviewObjects_Save.Add(UnityEngine.Object.Instantiate(UnityEngine.Resources.Load<UnityEngine.GameObject>(@"ConnectorSystem\ConnectorPreviews\Fixed_Connector"), iterator_181.Con_Position, UnityEngine.Quaternion.Euler(iterator_181.Con_Rotation), GiveConnector().transform));
  86.         }
  87.     }
  88.     public void DestroyConnector_Preview()
  89.     {
  90.         foreach (var iterator_214 in GiveConnector().PreviewObjects_Save)
  91.         {
  92.             UnityEngine.Object.DestroyImmediate(iterator_214, false);
  93.         }
  94.     }
  95.     public void UpdateConnector_Preview()
  96.     {
  97.         foreach (var iterator_271 in GiveConnector().PreviewObjects_Save)
  98.         {
  99.             UnityEngine.Debug.Log(iterator_271.ToString());
  100.         }
  101.     }
  102. }
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