BITFALL/Assets/GSpawn - Level Designer/Scripts/Events/ObjectEvents.cs

49 lines
1.5 KiB
C#

#if UNITY_EDITOR
using UnityEngine;
using System.Collections.Generic;
namespace GSpawn
{
public static class ObjectEvents
{
public static void onObjectsTransformed()
{
ObjectSelectionGizmos.instance.onTargetObjectTransformsChanged();
if (GSpawn.active.levelDesignToolId == LevelDesignToolId.ObjectSelection) PluginInspectorUI.instance.refresh();
}
public static void onObjectsTransformedByGizmo(ObjectTransformGizmo gizmo)
{
PluginInspectorUI.instance.refresh();
}
public static void onObjectsTransformedByUI()
{
ObjectSelection.instance.onObjectTransformsChanged();
PluginInspectorUI.instance.refresh();
}
public static void onObjectsWillBeDestroyed(List<GameObject> gameObjects)
{
ObjectSelection.instance.onObjectsWillBeDestroyed(gameObjects, true);
PluginScene.instance.onObjectsWillBeDestroyed(gameObjects);
}
public static void onObjectWillBeDestroyed(GameObject gameObject)
{
PluginScene.instance.onObjectWillBeDestroyed(gameObject);
}
public static void onObjectSpawned(GameObject gameObject)
{
PluginScene.instance.onObjectSpawned(gameObject);
}
public static void onObjectsSpawned(List<GameObject> gameObjects)
{
foreach (var go in gameObjects)
PluginScene.instance.onObjectSpawned(go);
}
}
}
#endif