mirror of
https://github.com/Facepunch/sbox-public.git
synced 2026-04-19 13:59:22 -04:00
This commit imports the C# engine code and game files, excluding C++ source code. [Source-Commit: ceb3d758046e50faa6258bc3b658a30c97743268]
101 lines
2.3 KiB
C#
101 lines
2.3 KiB
C#
using System.Threading;
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namespace Editor;
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[DropObject( "prefab", "prefab", "prefab_c" )]
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partial class PrefabDropObject : BaseDropObject
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{
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private IDisposable undoScope;
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protected override async Task Initialize( string dragData, CancellationToken token )
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{
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Asset asset = await InstallAsset( dragData, token );
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if ( asset is null )
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return;
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if ( token.IsCancellationRequested )
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return;
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var pf = asset.LoadResource<PrefabFile>();
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if ( pf is null ) return;
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if ( SceneEditorSession.Active.Scene is PrefabScene prefabScene )
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{
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var currentPf = prefabScene.ToPrefabFile();
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if ( currentPf.ResourceId == pf.ResourceId )
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{
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Log.Warning( "Cannot place the same prefab in itself." );
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return;
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}
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}
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// We should REALLY be scoped over whatever scene we're dragging over
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using ( SceneEditorSession.Scope() )
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{
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undoScope = SceneEditorSession.Active.UndoScope( "Drop Prefab" ).WithGameObjectCreations().Push();
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var go = SceneUtility.GetPrefabScene( pf );
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GameObject = go.Clone();
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GameObject.Flags = GameObjectFlags.NotSaved | GameObjectFlags.Hidden;
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GameObject.Tags.Add( "isdragdrop" );
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Bounds = GameObject.GetLocalBounds();
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if ( Bounds.Size.Length < 4 )
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Bounds = BBox.FromPositionAndSize( 0, 4 );
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PivotPosition = Bounds.ClosestPoint( Vector3.Down * 10000 );
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Rotation = GameObject.WorldRotation;
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Scale = GameObject.WorldScale;
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}
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}
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public override void OnUpdate()
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{
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if ( GameObject.IsValid() )
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{
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GameObject.WorldTransform = traceTransform;
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}
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using var scope = Gizmo.Scope( "DropObject", traceTransform );
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Gizmo.Draw.Color = Color.White.WithAlpha( 0.3f );
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Gizmo.Draw.LineBBox( Bounds );
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Gizmo.Draw.Color = Color.White;
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if ( !string.IsNullOrWhiteSpace( PackageStatus ) )
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{
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Gizmo.Draw.Text( PackageStatus, new Transform( Bounds.Center ), "Inter", 12 );
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}
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}
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public override async Task OnDrop()
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{
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await WaitForLoad();
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if ( !GameObject.IsValid() )
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return;
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GameObject.WorldTransform = traceTransform;
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GameObject.Flags = GameObjectFlags.None;
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GameObject.Tags.Remove( "isdragdrop" );
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EditorScene.Selection.Clear();
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EditorScene.Selection.Add( GameObject );
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undoScope.Dispose();
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undoScope = null;
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GameObject = null;
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}
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public override void OnDestroy()
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{
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GameObject?.Destroy();
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GameObject = null;
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}
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}
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