ObjectLayerDatabase.cs 4.6 KB

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  1. #if UNITY_EDITOR
  2. using UnityEngine;
  3. using System;
  4. using System.Collections.Generic;
  5. namespace O3DWB
  6. {
  7. [Serializable]
  8. public class ObjectLayerDatabase : ScriptableObject
  9. {
  10. #region Private Variables
  11. [SerializeField]
  12. private int _activeLayer = LayerExtensions.GetDefaultLayer();
  13. [SerializeField]
  14. private ObjectLayerDatabaseView _view;
  15. #endregion
  16. #region Public Properties
  17. public int ActiveLayer
  18. {
  19. get { return _activeLayer; }
  20. set
  21. {
  22. if (LayerExtensions.IsLayerNumberValid(value)) _activeLayer = value;
  23. }
  24. }
  25. public ObjectLayerDatabaseView View { get { return _view; } }
  26. #endregion
  27. #region Constructors
  28. public ObjectLayerDatabase()
  29. {
  30. _view = new ObjectLayerDatabaseView(this);
  31. }
  32. #endregion
  33. #region Public Static Functions
  34. public static ObjectLayerDatabase Get()
  35. {
  36. return Octave3DWorldBuilder.ActiveInstance.ObjectLayerDatabase;
  37. }
  38. #endregion
  39. #region Public Methods
  40. public List<GameObject> GetAllGameObjectsInLayer(int objectLayer)
  41. {
  42. List<GameObject> allWorkingObjects = Octave3DWorldBuilder.ActiveInstance.GetAllWorkingObjects();
  43. return allWorkingObjects.FindAll(item => item.layer == objectLayer);
  44. }
  45. public List<GameObject> GetAllGameObjectsInAllLayers()
  46. {
  47. return Octave3DWorldBuilder.ActiveInstance.GetAllWorkingObjects();
  48. }
  49. public List<int> GetAllObjectLayers()
  50. {
  51. return LayerExtensions.GetAllAvailableLayers();
  52. }
  53. public void AssignObjectsToLayer(List<GameObject> gameObjects, int objectLayer)
  54. {
  55. GameObjectExtensions.AssignGameObjectsToLayer(gameObjects, objectLayer, true);
  56. }
  57. public void RemoveObjectsFromLayer(List<GameObject> gameObjects, int objectLayer)
  58. {
  59. if (objectLayer == LayerExtensions.GetDefaultLayer()) return;
  60. List<GameObject> gameObjectsInLayer = gameObjects.FindAll(item => item.layer == objectLayer);
  61. GameObjectExtensions.AssignGameObjectsToLayer(gameObjectsInLayer, LayerExtensions.GetDefaultLayer(), true);
  62. }
  63. public void MakeLayerDynamic(int objectLayer)
  64. {
  65. List<GameObject> allGameObjectsInLayer = GetAllGameObjectsInLayer(objectLayer);
  66. foreach(GameObject gameObject in allGameObjectsInLayer)
  67. {
  68. UndoEx.RecordForToolAction(gameObject);
  69. gameObject.isStatic = false;
  70. }
  71. }
  72. public void MakeAllLayersDynamic()
  73. {
  74. List<int> allLayers = GetAllObjectLayers();
  75. foreach(int layer in allLayers)
  76. {
  77. MakeLayerDynamic(layer);
  78. }
  79. }
  80. public void MakeLayerStatic(int objectLayer)
  81. {
  82. List<GameObject> allGameObjectsInLayer = GetAllGameObjectsInLayer(objectLayer);
  83. foreach (GameObject gameObject in allGameObjectsInLayer)
  84. {
  85. UndoEx.RecordForToolAction(gameObject);
  86. gameObject.isStatic = true;
  87. }
  88. }
  89. public void MakeAllLayersStatic()
  90. {
  91. List<int> allLayers = GetAllObjectLayers();
  92. foreach (int layer in allLayers)
  93. {
  94. MakeLayerStatic(layer);
  95. }
  96. }
  97. public void HideLayer(int objectLayer)
  98. {
  99. List<GameObject> allGameObjectsInLayer = GetAllGameObjectsInLayer(objectLayer);
  100. foreach(GameObject gameObject in allGameObjectsInLayer)
  101. {
  102. UndoEx.RecordForToolAction(gameObject);
  103. gameObject.SetActive(false);
  104. }
  105. }
  106. public void HideAllLayers()
  107. {
  108. List<int> allLayers = GetAllObjectLayers();
  109. foreach (int layer in allLayers)
  110. {
  111. HideLayer(layer);
  112. }
  113. }
  114. public void ShowLayer(int objectLayer)
  115. {
  116. List<GameObject> allGameObjectsInLayer = GetAllGameObjectsInLayer(objectLayer);
  117. foreach (GameObject gameObject in allGameObjectsInLayer)
  118. {
  119. UndoEx.RecordForToolAction(gameObject);
  120. gameObject.SetActive(true);
  121. }
  122. }
  123. public void ShowAllLayers()
  124. {
  125. List<int> allLayers = GetAllObjectLayers();
  126. foreach (int layer in allLayers)
  127. {
  128. ShowLayer(layer);
  129. }
  130. }
  131. #endregion
  132. }
  133. }
  134. #endif