ZeroVR/ZeroPacientVR/Assets/Octave3D World Builder/Scripts/Objects/Object Layers/ObjectLayerDatabase.cs

152 lines
4.6 KiB
C#

#if UNITY_EDITOR
using UnityEngine;
using System;
using System.Collections.Generic;
namespace O3DWB
{
[Serializable]
public class ObjectLayerDatabase : ScriptableObject
{
#region Private Variables
[SerializeField]
private int _activeLayer = LayerExtensions.GetDefaultLayer();
[SerializeField]
private ObjectLayerDatabaseView _view;
#endregion
#region Public Properties
public int ActiveLayer
{
get { return _activeLayer; }
set
{
if (LayerExtensions.IsLayerNumberValid(value)) _activeLayer = value;
}
}
public ObjectLayerDatabaseView View { get { return _view; } }
#endregion
#region Constructors
public ObjectLayerDatabase()
{
_view = new ObjectLayerDatabaseView(this);
}
#endregion
#region Public Static Functions
public static ObjectLayerDatabase Get()
{
return Octave3DWorldBuilder.ActiveInstance.ObjectLayerDatabase;
}
#endregion
#region Public Methods
public List<GameObject> GetAllGameObjectsInLayer(int objectLayer)
{
List<GameObject> allWorkingObjects = Octave3DWorldBuilder.ActiveInstance.GetAllWorkingObjects();
return allWorkingObjects.FindAll(item => item.layer == objectLayer);
}
public List<GameObject> GetAllGameObjectsInAllLayers()
{
return Octave3DWorldBuilder.ActiveInstance.GetAllWorkingObjects();
}
public List<int> GetAllObjectLayers()
{
return LayerExtensions.GetAllAvailableLayers();
}
public void AssignObjectsToLayer(List<GameObject> gameObjects, int objectLayer)
{
GameObjectExtensions.AssignGameObjectsToLayer(gameObjects, objectLayer, true);
}
public void RemoveObjectsFromLayer(List<GameObject> gameObjects, int objectLayer)
{
if (objectLayer == LayerExtensions.GetDefaultLayer()) return;
List<GameObject> gameObjectsInLayer = gameObjects.FindAll(item => item.layer == objectLayer);
GameObjectExtensions.AssignGameObjectsToLayer(gameObjectsInLayer, LayerExtensions.GetDefaultLayer(), true);
}
public void MakeLayerDynamic(int objectLayer)
{
List<GameObject> allGameObjectsInLayer = GetAllGameObjectsInLayer(objectLayer);
foreach(GameObject gameObject in allGameObjectsInLayer)
{
UndoEx.RecordForToolAction(gameObject);
gameObject.isStatic = false;
}
}
public void MakeAllLayersDynamic()
{
List<int> allLayers = GetAllObjectLayers();
foreach(int layer in allLayers)
{
MakeLayerDynamic(layer);
}
}
public void MakeLayerStatic(int objectLayer)
{
List<GameObject> allGameObjectsInLayer = GetAllGameObjectsInLayer(objectLayer);
foreach (GameObject gameObject in allGameObjectsInLayer)
{
UndoEx.RecordForToolAction(gameObject);
gameObject.isStatic = true;
}
}
public void MakeAllLayersStatic()
{
List<int> allLayers = GetAllObjectLayers();
foreach (int layer in allLayers)
{
MakeLayerStatic(layer);
}
}
public void HideLayer(int objectLayer)
{
List<GameObject> allGameObjectsInLayer = GetAllGameObjectsInLayer(objectLayer);
foreach(GameObject gameObject in allGameObjectsInLayer)
{
UndoEx.RecordForToolAction(gameObject);
gameObject.SetActive(false);
}
}
public void HideAllLayers()
{
List<int> allLayers = GetAllObjectLayers();
foreach (int layer in allLayers)
{
HideLayer(layer);
}
}
public void ShowLayer(int objectLayer)
{
List<GameObject> allGameObjectsInLayer = GetAllGameObjectsInLayer(objectLayer);
foreach (GameObject gameObject in allGameObjectsInLayer)
{
UndoEx.RecordForToolAction(gameObject);
gameObject.SetActive(true);
}
}
public void ShowAllLayers()
{
List<int> allLayers = GetAllObjectLayers();
foreach (int layer in allLayers)
{
ShowLayer(layer);
}
}
#endregion
}
}
#endif