Merge branch 'actor-CM' of https://github.com/Tryibion/FlaxEngine into Tryibion-actor-CM
This commit is contained in:
@@ -246,24 +246,51 @@ namespace FlaxEditor.Windows.Assets
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// Spawning actors options
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contextMenu.AddSeparator();
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var spawnMenu = contextMenu.AddChildMenu("New");
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var newActorCm = spawnMenu.ContextMenu;
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for (int i = 0; i < SceneTreeWindow.SpawnActorsGroups.Length; i++)
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{
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var group = SceneTreeWindow.SpawnActorsGroups[i];
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if (group.Types.Length == 1)
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// go through each actor and add it to the context menu if it has the ActorContextMenu attribute
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foreach (var actorType in Editor.CodeEditing.Actors.Get())
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{
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var type = group.Types[0].Value;
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newActorCm.AddButton(group.Types[0].Key, () => Spawn(type));
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if (actorType.IsAbstract || !actorType.HasAttribute(typeof(ActorContextMenuAttribute), true))
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continue;
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ActorContextMenuAttribute attribute = null;
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foreach (var actorAttribute in actorType.GetAttributes(true))
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{
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if (actorAttribute is ActorContextMenuAttribute actorContextMenuAttribute)
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{
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attribute = actorContextMenuAttribute;
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}
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}
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var splitPath = attribute?.Path.Split('/');
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ContextMenuChildMenu childCM = null;
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bool mainCM = true;
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for (int i = 0; i < splitPath?.Length; i++)
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{
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if (i == splitPath.Length - 1)
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{
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if (mainCM)
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{
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contextMenu.AddButton(splitPath[i].Trim(), () => Spawn(actorType.Type));
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mainCM = false;
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}
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else
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{
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var groupCm = newActorCm.AddChildMenu(group.Name).ContextMenu;
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for (int j = 0; j < group.Types.Length; j++)
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childCM?.ContextMenu.AddButton(splitPath[i].Trim(), () => Spawn(actorType.Type));
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childCM.ContextMenu.AutoSort = true;
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}
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}
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else
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{
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var type = group.Types[j].Value;
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groupCm.AddButton(group.Types[j].Key, () => Spawn(type));
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if (mainCM)
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{
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childCM = contextMenu.GetOrAddChildMenu(splitPath[i].Trim());
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mainCM = false;
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}
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else
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{
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childCM = childCM?.ContextMenu.GetOrAddChildMenu(splitPath[i].Trim());
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}
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childCM.ContextMenu.AutoSort = true;
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}
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}
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}
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@@ -60,23 +60,56 @@ namespace FlaxEditor.Windows
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if (isSingleActorSelected)
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{
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var convertMenu = contextMenu.AddChildMenu("Convert");
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var convertActorCm = convertMenu.ContextMenu;
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for (int i = 0; i < SpawnActorsGroups.Length; i++)
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convertMenu.ContextMenu.AutoSort = true;
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foreach (var actorType in Editor.CodeEditing.Actors.Get())
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{
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var group = SpawnActorsGroups[i];
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if (actorType.IsAbstract || !actorType.HasAttribute(typeof(ActorContextMenuAttribute), true))
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continue;
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if (group.Types.Length == 1)
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ActorContextMenuAttribute attribute = null;
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foreach (var actorAttribute in actorType.GetAttributes(true))
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{
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var type = group.Types[0].Value;
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convertActorCm.AddButton(group.Types[0].Key, () => Editor.SceneEditing.Convert(type));
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if (actorAttribute is ActorContextMenuAttribute actorContextMenuAttribute)
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{
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attribute = actorContextMenuAttribute;
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}
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}
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var splitPath = attribute?.Path.Split('/');
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ContextMenuChildMenu childCM = convertMenu;
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bool mainCM = true;
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for (int i = 0; i < splitPath?.Length; i++)
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{
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if (i == splitPath.Length - 1)
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{
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if (mainCM)
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{
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convertMenu.ContextMenu.AddButton(splitPath[i].Trim(), () => Editor.SceneEditing.Convert(actorType.Type));
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mainCM = false;
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}
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else
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{
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var groupCm = convertActorCm.AddChildMenu(group.Name).ContextMenu;
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for (int j = 0; j < group.Types.Length; j++)
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childCM?.ContextMenu.AddButton(splitPath[i].Trim(), () => Editor.SceneEditing.Convert(actorType.Type));
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childCM.ContextMenu.AutoSort = true;
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}
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}
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else
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{
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var type = group.Types[j].Value;
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groupCm.AddButton(group.Types[j].Key, () => Editor.SceneEditing.Convert(type));
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// remove new path for converting menu
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if (splitPath[i] == "New")
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{
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continue;
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}
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if (mainCM)
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{
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childCM = convertMenu.ContextMenu.GetOrAddChildMenu(splitPath[i].Trim());
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mainCM = false;
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}
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else
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{
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childCM = childCM?.ContextMenu.GetOrAddChildMenu(splitPath[i].Trim());
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}
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childCM.ContextMenu.AutoSort = true;
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}
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}
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}
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@@ -114,24 +147,50 @@ namespace FlaxEditor.Windows
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contextMenu.AddSeparator();
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var spawnMenu = contextMenu.AddChildMenu("New");
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var newActorCm = spawnMenu.ContextMenu;
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for (int i = 0; i < SpawnActorsGroups.Length; i++)
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// go through each actor and add it to the context menu if it has the ActorContextMenu attribute
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foreach (var actorType in Editor.CodeEditing.Actors.Get())
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{
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var group = SpawnActorsGroups[i];
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if (actorType.IsAbstract || !actorType.HasAttribute(typeof(ActorContextMenuAttribute), true))
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continue;
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if (group.Types.Length == 1)
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ActorContextMenuAttribute attribute = null;
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foreach (var actorAttribute in actorType.GetAttributes(true))
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{
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var type = group.Types[0].Value;
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newActorCm.AddButton(group.Types[0].Key, () => Spawn(type));
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if (actorAttribute is ActorContextMenuAttribute actorContextMenuAttribute)
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{
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attribute = actorContextMenuAttribute;
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}
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}
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var splitPath = attribute?.Path.Split('/');
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ContextMenuChildMenu childCM = null;
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bool mainCM = true;
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for (int i = 0; i < splitPath?.Length; i++)
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{
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if (i == splitPath.Length - 1)
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{
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if (mainCM)
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{
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contextMenu.AddButton(splitPath[i].Trim(), () => Spawn(actorType.Type));
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mainCM = false;
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}
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else
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{
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var groupCm = newActorCm.AddChildMenu(group.Name).ContextMenu;
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for (int j = 0; j < group.Types.Length; j++)
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childCM?.ContextMenu.AddButton(splitPath[i].Trim(), () => Spawn(actorType.Type));
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childCM.ContextMenu.AutoSort = true;
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}
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}
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else
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{
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var type = group.Types[j].Value;
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groupCm.AddButton(group.Types[j].Key, () => Spawn(type));
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if (mainCM)
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{
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childCM = contextMenu.GetOrAddChildMenu(splitPath[i].Trim());
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mainCM = false;
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}
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else
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{
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childCM = childCM?.ContextMenu.GetOrAddChildMenu(splitPath[i].Trim());
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}
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childCM.ContextMenu.AutoSort = true;
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}
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}
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}
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@@ -22,113 +22,6 @@ namespace FlaxEditor.Windows
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/// <seealso cref="FlaxEditor.Windows.SceneEditorWindow" />
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public partial class SceneTreeWindow : SceneEditorWindow
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{
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/// <summary>
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/// The spawnable actors group.
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/// </summary>
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public struct ActorsGroup
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{
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/// <summary>
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/// The group name.
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/// </summary>
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public string Name;
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/// <summary>
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/// The types to spawn (name and type).
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/// </summary>
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public KeyValuePair<string, Type>[] Types;
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}
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/// <summary>
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/// The Spawnable actors (groups with single entry are inlined without a child menu)
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/// </summary>
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public static readonly ActorsGroup[] SpawnActorsGroups =
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{
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new ActorsGroup
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{
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Types = new[] { new KeyValuePair<string, Type>("Actor", typeof(EmptyActor)) }
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},
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new ActorsGroup
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{
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Types = new[] { new KeyValuePair<string, Type>("Model", typeof(StaticModel)) }
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},
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new ActorsGroup
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{
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Types = new[] { new KeyValuePair<string, Type>("Camera", typeof(Camera)) }
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},
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new ActorsGroup
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{
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Name = "Lights",
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Types = new[]
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{
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new KeyValuePair<string, Type>("Directional Light", typeof(DirectionalLight)),
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new KeyValuePair<string, Type>("Point Light", typeof(PointLight)),
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new KeyValuePair<string, Type>("Spot Light", typeof(SpotLight)),
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new KeyValuePair<string, Type>("Sky Light", typeof(SkyLight)),
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}
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},
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new ActorsGroup
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{
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Name = "Visuals",
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Types = new[]
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{
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new KeyValuePair<string, Type>("Environment Probe", typeof(EnvironmentProbe)),
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new KeyValuePair<string, Type>("Sky", typeof(Sky)),
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new KeyValuePair<string, Type>("Skybox", typeof(Skybox)),
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new KeyValuePair<string, Type>("Exponential Height Fog", typeof(ExponentialHeightFog)),
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new KeyValuePair<string, Type>("PostFx Volume", typeof(PostFxVolume)),
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new KeyValuePair<string, Type>("Decal", typeof(Decal)),
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new KeyValuePair<string, Type>("Particle Effect", typeof(ParticleEffect)),
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}
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},
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new ActorsGroup
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{
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Name = "Physics",
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Types = new[]
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{
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new KeyValuePair<string, Type>("Rigid Body", typeof(RigidBody)),
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new KeyValuePair<string, Type>("Character Controller", typeof(CharacterController)),
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new KeyValuePair<string, Type>("Box Collider", typeof(BoxCollider)),
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new KeyValuePair<string, Type>("Sphere Collider", typeof(SphereCollider)),
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new KeyValuePair<string, Type>("Capsule Collider", typeof(CapsuleCollider)),
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new KeyValuePair<string, Type>("Mesh Collider", typeof(MeshCollider)),
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new KeyValuePair<string, Type>("Fixed Joint", typeof(FixedJoint)),
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new KeyValuePair<string, Type>("Distance Joint", typeof(DistanceJoint)),
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new KeyValuePair<string, Type>("Slider Joint", typeof(SliderJoint)),
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new KeyValuePair<string, Type>("Spherical Joint", typeof(SphericalJoint)),
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new KeyValuePair<string, Type>("Hinge Joint", typeof(HingeJoint)),
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new KeyValuePair<string, Type>("D6 Joint", typeof(D6Joint)),
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}
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},
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new ActorsGroup
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{
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Name = "Other",
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Types = new[]
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{
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new KeyValuePair<string, Type>("Animated Model", typeof(AnimatedModel)),
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new KeyValuePair<string, Type>("Bone Socket", typeof(BoneSocket)),
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new KeyValuePair<string, Type>("CSG Box Brush", typeof(BoxBrush)),
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new KeyValuePair<string, Type>("Audio Source", typeof(AudioSource)),
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new KeyValuePair<string, Type>("Audio Listener", typeof(AudioListener)),
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new KeyValuePair<string, Type>("Scene Animation", typeof(SceneAnimationPlayer)),
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new KeyValuePair<string, Type>("Nav Mesh Bounds Volume", typeof(NavMeshBoundsVolume)),
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new KeyValuePair<string, Type>("Nav Link", typeof(NavLink)),
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new KeyValuePair<string, Type>("Nav Modifier Volume", typeof(NavModifierVolume)),
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new KeyValuePair<string, Type>("Spline", typeof(Spline)),
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}
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},
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new ActorsGroup
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{
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Name = "GUI",
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Types = new[]
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{
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new KeyValuePair<string, Type>("UI Control", typeof(UIControl)),
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new KeyValuePair<string, Type>("UI Canvas", typeof(UICanvas)),
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new KeyValuePair<string, Type>("Text Render", typeof(TextRender)),
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new KeyValuePair<string, Type>("Sprite Render", typeof(SpriteRender)),
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}
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},
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};
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private TextBox _searchBox;
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private Tree _tree;
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private Panel _sceneTreePanel;
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@@ -11,7 +11,7 @@
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/// <summary>
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/// The scene animation playback actor.
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/// </summary>
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API_CLASS() class FLAXENGINE_API SceneAnimationPlayer : public Actor, public IPostFxSettingsProvider
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API_CLASS(Attributes = "ActorContextMenu(\"New/Other/Scene Animation\")") class FLAXENGINE_API SceneAnimationPlayer : public Actor, public IPostFxSettingsProvider
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{
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DECLARE_SCENE_OBJECT(SceneAnimationPlayer);
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@@ -7,7 +7,7 @@
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/// <summary>
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/// Represents a listener that hears audio sources. For spatial audio the volume and pitch of played audio is determined by the distance, orientation and velocity differences between the source and the listener.
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||||
/// </summary>
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||||
API_CLASS() class FLAXENGINE_API AudioListener : public Actor
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API_CLASS(Attributes = "ActorContextMenu(\"New/Audio/Audio Listener\")") class FLAXENGINE_API AudioListener : public Actor
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{
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DECLARE_SCENE_OBJECT(AudioListener);
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private:
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@@ -13,7 +13,7 @@
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||||
/// <remarks>
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||||
/// Whether or not an audio source is spatial is controlled by the assigned AudioClip.The volume and the pitch of a spatial audio source is controlled by its position and the AudioListener's position/direction/velocity.
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/// </remarks>
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API_CLASS() class FLAXENGINE_API AudioSource : public Actor
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API_CLASS(Attributes = "ActorContextMenu(\"New/Audio/Audio Source\")") class FLAXENGINE_API AudioSource : public Actor
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{
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DECLARE_SCENE_OBJECT(AudioSource);
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friend class AudioStreamingHandler;
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@@ -12,7 +12,7 @@
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/// <summary>
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||||
/// Performs an animation and renders a skinned model.
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/// </summary>
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API_CLASS() class FLAXENGINE_API AnimatedModel : public ModelInstanceActor
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API_CLASS(Attributes = "ActorContextMenu(\"New/Other/Animated Model\")") class FLAXENGINE_API AnimatedModel : public ModelInstanceActor
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||||
{
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||||
DECLARE_SCENE_OBJECT(AnimatedModel);
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friend class AnimationsSystem;
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||||
@@ -7,7 +7,7 @@
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/// <summary>
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/// Actor that links to the animated model skeleton node transformation.
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||||
/// </summary>
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||||
API_CLASS() class FLAXENGINE_API BoneSocket : public Actor
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||||
API_CLASS(Attributes = "ActorContextMenu(\"New/Other/Bone Socket\")") class FLAXENGINE_API BoneSocket : public Actor
|
||||
{
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||||
DECLARE_SCENE_OBJECT(BoneSocket);
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||||
|
||||
|
||||
@@ -65,7 +65,7 @@ public:
|
||||
/// <summary>
|
||||
/// Performs CSG box brush operation that adds or removes geometry.
|
||||
/// </summary>
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||||
API_CLASS() class FLAXENGINE_API BoxBrush : public Actor, public CSG::Brush
|
||||
API_CLASS(Attributes = "ActorContextMenu(\"New/Other/Box Brush\")") class FLAXENGINE_API BoxBrush : public Actor, public CSG::Brush
|
||||
{
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||||
DECLARE_SCENE_OBJECT(BoxBrush);
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||||
private:
|
||||
|
||||
@@ -18,7 +18,7 @@
|
||||
/// <summary>
|
||||
/// Describes the camera projection and view. Provides information about how to render scene (viewport location and direction, etc.).
|
||||
/// </summary>
|
||||
API_CLASS(Sealed) class FLAXENGINE_API Camera : public Actor
|
||||
API_CLASS(Sealed, Attributes = "ActorContextMenu(\"New/Camera\")") class FLAXENGINE_API Camera : public Actor
|
||||
{
|
||||
DECLARE_SCENE_OBJECT(Camera);
|
||||
|
||||
|
||||
@@ -11,7 +11,7 @@
|
||||
/// <summary>
|
||||
/// Actor that draws the can be used to draw a custom decals on top of the other objects.
|
||||
/// </summary>
|
||||
API_CLASS() class FLAXENGINE_API Decal : public Actor
|
||||
API_CLASS(Attributes = "ActorContextMenu(\"New/Visuals/Decal\")") class FLAXENGINE_API Decal : public Actor
|
||||
{
|
||||
DECLARE_SCENE_OBJECT(Decal);
|
||||
private:
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
/// <summary>
|
||||
/// Directional light emits light from direction in space.
|
||||
/// </summary>
|
||||
API_CLASS() class FLAXENGINE_API DirectionalLight : public LightWithShadow
|
||||
API_CLASS(Attributes = "ActorContextMenu(\"New/Lights/Directional Light\")") class FLAXENGINE_API DirectionalLight : public LightWithShadow
|
||||
{
|
||||
DECLARE_SCENE_OBJECT(DirectionalLight);
|
||||
private:
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
/// <summary>
|
||||
/// The empty actor that is useful to create hierarchy and/or hold scripts. See <see cref="Script"/>.
|
||||
/// </summary>
|
||||
API_CLASS() class FLAXENGINE_API EmptyActor : public Actor
|
||||
API_CLASS(Attributes = "ActorContextMenu(\"New/Actor\")") class FLAXENGINE_API EmptyActor : public Actor
|
||||
{
|
||||
DECLARE_SCENE_OBJECT(EmptyActor);
|
||||
public:
|
||||
|
||||
@@ -10,7 +10,7 @@
|
||||
/// <summary>
|
||||
/// Environment Probe can capture space around the objects to provide reflections.
|
||||
/// </summary>
|
||||
API_CLASS() class FLAXENGINE_API EnvironmentProbe : public Actor
|
||||
API_CLASS(Attributes = "ActorContextMenu(\"New/Visuals/Environment Probe\")") class FLAXENGINE_API EnvironmentProbe : public Actor
|
||||
{
|
||||
DECLARE_SCENE_OBJECT(EnvironmentProbe);
|
||||
public:
|
||||
|
||||
@@ -12,7 +12,7 @@
|
||||
/// <summary>
|
||||
/// Used to create fogging effects such as clouds but with a density that is related to the height of the fog.
|
||||
/// </summary>
|
||||
API_CLASS() class FLAXENGINE_API ExponentialHeightFog : public Actor, public IFogRenderer
|
||||
API_CLASS(Attributes = "ActorContextMenu(\"New/Visuals/Exponential Height Fog\")") class FLAXENGINE_API ExponentialHeightFog : public Actor, public IFogRenderer
|
||||
{
|
||||
DECLARE_SCENE_OBJECT(ExponentialHeightFog);
|
||||
private:
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
/// <summary>
|
||||
/// Point light emits light from point in all directions.
|
||||
/// </summary>
|
||||
API_CLASS() class FLAXENGINE_API PointLight : public LightWithShadow
|
||||
API_CLASS(Attributes = "ActorContextMenu(\"New/Lights/Point Light\")") class FLAXENGINE_API PointLight : public LightWithShadow
|
||||
{
|
||||
DECLARE_SCENE_OBJECT(PointLight);
|
||||
private:
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
/// <summary>
|
||||
/// A special type of volume that blends custom set of post process settings into the rendering.
|
||||
/// </summary>
|
||||
API_CLASS() class FLAXENGINE_API PostFxVolume : public BoxVolume, public IPostFxSettingsProvider
|
||||
API_CLASS(Attributes = "ActorContextMenu(\"New/Visuals/Post Fx Volume\")") class FLAXENGINE_API PostFxVolume : public BoxVolume, public IPostFxSettingsProvider
|
||||
{
|
||||
DECLARE_SCENE_OBJECT(PostFxVolume);
|
||||
private:
|
||||
|
||||
@@ -14,7 +14,7 @@ class GPUPipelineState;
|
||||
/// <summary>
|
||||
/// Sky actor renders atmosphere around the scene with fog and sky.
|
||||
/// </summary>
|
||||
API_CLASS() class FLAXENGINE_API Sky : public Actor, public IAtmosphericFogRenderer, public ISkyRenderer
|
||||
API_CLASS(Attributes = "ActorContextMenu(\"New/Visuals/Sky\")") class FLAXENGINE_API Sky : public Actor, public IAtmosphericFogRenderer, public ISkyRenderer
|
||||
{
|
||||
DECLARE_SCENE_OBJECT(Sky);
|
||||
private:
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
/// <summary>
|
||||
/// Sky light captures the distant parts of the scene and applies it as a light. Allows to add ambient light.
|
||||
/// </summary>
|
||||
API_CLASS() class FLAXENGINE_API SkyLight : public Light
|
||||
API_CLASS(Attributes = "ActorContextMenu(\"New/Lights/Sky Light\")") class FLAXENGINE_API SkyLight : public Light
|
||||
{
|
||||
DECLARE_SCENE_OBJECT(SkyLight);
|
||||
public:
|
||||
|
||||
@@ -11,7 +11,7 @@
|
||||
/// <summary>
|
||||
/// Skybox actor renders sky using custom cube texture or material.
|
||||
/// </summary>
|
||||
API_CLASS() class FLAXENGINE_API Skybox : public Actor, public ISkyRenderer
|
||||
API_CLASS(Attributes = "ActorContextMenu(\"New/Visuals/Sky Box\")") class FLAXENGINE_API Skybox : public Actor, public ISkyRenderer
|
||||
{
|
||||
DECLARE_SCENE_OBJECT(Skybox);
|
||||
private:
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
/// <summary>
|
||||
/// Spline shape actor that defines spatial curve with utility functions for general purpose usage.
|
||||
/// </summary>
|
||||
API_CLASS() class FLAXENGINE_API Spline : public Actor
|
||||
API_CLASS(Attributes = "ActorContextMenu(\"New/Other/Spline\")") class FLAXENGINE_API Spline : public Actor
|
||||
{
|
||||
DECLARE_SCENE_OBJECT(Spline);
|
||||
typedef BezierCurveKeyframe<Transform> Keyframe;
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
/// <summary>
|
||||
/// Spot light emits light from the point in a given direction.
|
||||
/// </summary>
|
||||
API_CLASS() class FLAXENGINE_API SpotLight : public LightWithShadow
|
||||
API_CLASS(Attributes = "ActorContextMenu(\"New/Lights/Spot Light\")") class FLAXENGINE_API SpotLight : public LightWithShadow
|
||||
{
|
||||
DECLARE_SCENE_OBJECT(SpotLight);
|
||||
private:
|
||||
|
||||
@@ -10,7 +10,7 @@
|
||||
/// <summary>
|
||||
/// Renders model on the screen.
|
||||
/// </summary>
|
||||
API_CLASS() class FLAXENGINE_API StaticModel : public ModelInstanceActor
|
||||
API_CLASS(Attributes = "ActorContextMenu(\"New/Model\")") class FLAXENGINE_API StaticModel : public ModelInstanceActor
|
||||
{
|
||||
DECLARE_SCENE_OBJECT(StaticModel);
|
||||
private:
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
/// The off-mesh link objects used to define a custom point-to-point edge within the navigation graph.
|
||||
/// An off-mesh connection is a user defined traversable connection made up to two vertices, at least one of which resides within a navigation mesh polygon allowing movement outside the navigation mesh.
|
||||
/// </summary>
|
||||
API_CLASS() class FLAXENGINE_API NavLink : public Actor
|
||||
API_CLASS(Attributes = "ActorContextMenu(\"New/Other/Nav Link\")") class FLAXENGINE_API NavLink : public Actor
|
||||
{
|
||||
DECLARE_SCENE_OBJECT(NavLink);
|
||||
public:
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
/// <summary>
|
||||
/// A special type of volume that defines the area of the scene in which navigation meshes are generated.
|
||||
/// </summary>
|
||||
API_CLASS() class FLAXENGINE_API NavMeshBoundsVolume : public BoxVolume
|
||||
API_CLASS(Attributes = "ActorContextMenu(\"New/Other/Nav Mesh Bounds Volume\")") class FLAXENGINE_API NavMeshBoundsVolume : public BoxVolume
|
||||
{
|
||||
DECLARE_SCENE_OBJECT(NavMeshBoundsVolume);
|
||||
public:
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
/// <summary>
|
||||
/// A special type of volume that defines the area of the scene in which navigation is restricted (eg. higher traversal cost or dynamic obstacle block).
|
||||
/// </summary>
|
||||
API_CLASS() class FLAXENGINE_API NavModifierVolume : public BoxVolume
|
||||
API_CLASS(Attributes = "ActorContextMenu(\"New/Other/Nav Modifier Volume\")") class FLAXENGINE_API NavModifierVolume : public BoxVolume
|
||||
{
|
||||
DECLARE_SCENE_OBJECT(NavModifierVolume);
|
||||
public:
|
||||
|
||||
@@ -133,7 +133,7 @@ public:
|
||||
/// <summary>
|
||||
/// The particle system instance that plays the particles simulation in the game.
|
||||
/// </summary>
|
||||
API_CLASS() class FLAXENGINE_API ParticleEffect : public Actor
|
||||
API_CLASS(Attributes = "ActorContextMenu(\"New/Visuals/Particle Effects\")") class FLAXENGINE_API ParticleEffect : public Actor
|
||||
{
|
||||
DECLARE_SCENE_OBJECT(ParticleEffect);
|
||||
public:
|
||||
|
||||
@@ -14,7 +14,7 @@ class Collider;
|
||||
/// Physics simulation driven object.
|
||||
/// </summary>
|
||||
/// <seealso cref="Actor" />
|
||||
API_CLASS() class FLAXENGINE_API RigidBody : public Actor, public IPhysicsActor
|
||||
API_CLASS(Attributes = "ActorContextMenu(\"New/Physics/Rigid Body\")") class FLAXENGINE_API RigidBody : public Actor, public IPhysicsActor
|
||||
{
|
||||
DECLARE_SCENE_OBJECT(RigidBody);
|
||||
protected:
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
/// A box-shaped primitive collider.
|
||||
/// </summary>
|
||||
/// <seealso cref="Collider" />
|
||||
API_CLASS() class FLAXENGINE_API BoxCollider : public Collider
|
||||
API_CLASS(Attributes = "ActorContextMenu(\"New/Physics/Box Collider\")") class FLAXENGINE_API BoxCollider : public Collider
|
||||
{
|
||||
DECLARE_SCENE_OBJECT(BoxCollider);
|
||||
private:
|
||||
|
||||
@@ -12,7 +12,7 @@
|
||||
/// Capsules are cylinders with a half-sphere at each end centered at the origin and extending along the X axis, and two hemispherical ends.
|
||||
/// </remarks>
|
||||
/// <seealso cref="Collider" />
|
||||
API_CLASS() class FLAXENGINE_API CapsuleCollider : public Collider
|
||||
API_CLASS(Attributes = "ActorContextMenu(\"New/Physics/Capsule Collider\")") class FLAXENGINE_API CapsuleCollider : public Collider
|
||||
{
|
||||
DECLARE_SCENE_OBJECT(CapsuleCollider);
|
||||
private:
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
/// Physical objects that allows to easily do player movement constrained by collisions without having to deal with a rigidbody.
|
||||
/// </summary>
|
||||
/// <seealso cref="Collider" />
|
||||
API_CLASS() class FLAXENGINE_API CharacterController : public Collider, public IPhysicsActor
|
||||
API_CLASS(Attributes = "ActorContextMenu(\"New/Physics/Character Controller\")") class FLAXENGINE_API CharacterController : public Collider, public IPhysicsActor
|
||||
{
|
||||
DECLARE_SCENE_OBJECT(CharacterController);
|
||||
public:
|
||||
|
||||
@@ -10,7 +10,7 @@
|
||||
/// A collider represented by an arbitrary mesh.
|
||||
/// </summary>
|
||||
/// <seealso cref="Collider" />
|
||||
API_CLASS() class FLAXENGINE_API MeshCollider : public Collider
|
||||
API_CLASS(Attributes = "ActorContextMenu(\"New/Physics/Mesh Collider\")") class FLAXENGINE_API MeshCollider : public Collider
|
||||
{
|
||||
DECLARE_SCENE_OBJECT(MeshCollider);
|
||||
public:
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
/// A sphere-shaped primitive collider.
|
||||
/// </summary>
|
||||
/// <seealso cref="Collider" />
|
||||
API_CLASS() class FLAXENGINE_API SphereCollider : public Collider
|
||||
API_CLASS(Attributes = "ActorContextMenu(\"New/Physics/Sphere Collider\")") class FLAXENGINE_API SphereCollider : public Collider
|
||||
{
|
||||
DECLARE_SCENE_OBJECT(SphereCollider);
|
||||
private:
|
||||
|
||||
@@ -160,7 +160,7 @@ public:
|
||||
/// It also allows you to constrain limits to only specific axes or completely lock specific axes.
|
||||
/// </summary>
|
||||
/// <seealso cref="Joint" />
|
||||
API_CLASS() class FLAXENGINE_API D6Joint : public Joint
|
||||
API_CLASS(Attributes = "ActorContextMenu(\"New/Physics/D6 Joint\")") class FLAXENGINE_API D6Joint : public Joint
|
||||
{
|
||||
DECLARE_SCENE_OBJECT(D6Joint);
|
||||
private:
|
||||
|
||||
@@ -37,7 +37,7 @@ DECLARE_ENUM_OPERATORS(DistanceJointFlag);
|
||||
/// Physics joint that maintains an upper or lower (or both) bound on the distance between two bodies.
|
||||
/// </summary>
|
||||
/// <seealso cref="Joint" />
|
||||
API_CLASS() class FLAXENGINE_API DistanceJoint : public Joint
|
||||
API_CLASS(Attributes = "ActorContextMenu(\"New/Physics/Distance Joint\")") class FLAXENGINE_API DistanceJoint : public Joint
|
||||
{
|
||||
DECLARE_SCENE_OBJECT(DistanceJoint);
|
||||
private:
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
/// Physics joint that maintains a fixed distance and orientation between its two attached bodies.
|
||||
/// </summary>
|
||||
/// <seealso cref="Joint" />
|
||||
API_CLASS() class FLAXENGINE_API FixedJoint : public Joint
|
||||
API_CLASS(Attributes = "ActorContextMenu(\"New/Physics/Fixed Joint\")") class FLAXENGINE_API FixedJoint : public Joint
|
||||
{
|
||||
DECLARE_SCENE_OBJECT(FixedJoint);
|
||||
public:
|
||||
|
||||
@@ -75,7 +75,7 @@ public:
|
||||
/// Physics joint that removes all but a single rotation degree of freedom from its two attached bodies (for example a door hinge).
|
||||
/// </summary>
|
||||
/// <seealso cref="Joint" />
|
||||
API_CLASS() class FLAXENGINE_API HingeJoint : public Joint
|
||||
API_CLASS(Attributes = "ActorContextMenu(\"New/Physics/Hinge Joint\")") class FLAXENGINE_API HingeJoint : public Joint
|
||||
{
|
||||
DECLARE_SCENE_OBJECT(HingeJoint);
|
||||
private:
|
||||
|
||||
@@ -27,7 +27,7 @@ DECLARE_ENUM_OPERATORS(SliderJointFlag);
|
||||
/// Physics joint that removes all but a single translational degree of freedom. Bodies are allowed to move along a single axis.
|
||||
/// </summary>
|
||||
/// <seealso cref="Joint" />
|
||||
API_CLASS() class FLAXENGINE_API SliderJoint : public Joint
|
||||
API_CLASS(Attributes = "ActorContextMenu(\"New/Physics/Slider Joint\")") class FLAXENGINE_API SliderJoint : public Joint
|
||||
{
|
||||
DECLARE_SCENE_OBJECT(SliderJoint);
|
||||
private:
|
||||
|
||||
@@ -29,7 +29,7 @@ DECLARE_ENUM_OPERATORS(SphericalJointFlag);
|
||||
/// rotate around the anchor points, and their rotation can be limited by an elliptical cone.
|
||||
/// </summary>
|
||||
/// <seealso cref="Joint" />
|
||||
API_CLASS() class FLAXENGINE_API SphericalJoint : public Joint
|
||||
API_CLASS(Attributes = "ActorContextMenu(\"New/Physics/Spherical Joint\")") class FLAXENGINE_API SphericalJoint : public Joint
|
||||
{
|
||||
DECLARE_SCENE_OBJECT(SphericalJoint);
|
||||
private:
|
||||
|
||||
@@ -0,0 +1,26 @@
|
||||
using System;
|
||||
|
||||
namespace FlaxEngine
|
||||
{
|
||||
/// <summary>
|
||||
/// This attribute is used to show actors that can be created in the scene and prefab context menus. Separate the subcontext menus with a /.
|
||||
/// </summary>
|
||||
[Serializable]
|
||||
[AttributeUsage(AttributeTargets.Class)]
|
||||
public class ActorContextMenuAttribute : Attribute
|
||||
{
|
||||
/// <summary>
|
||||
/// The path to be used in the context menu
|
||||
/// </summary>
|
||||
public string Path;
|
||||
|
||||
/// <summary>
|
||||
/// Initializes a new instance of the <see cref="ActorContextMenuAttribute"/> class.
|
||||
/// </summary>
|
||||
/// <param name="path">The path to use to create the context menu</param>
|
||||
public ActorContextMenuAttribute(string path)
|
||||
{
|
||||
Path = path;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -10,7 +10,7 @@
|
||||
/// <summary>
|
||||
/// Sprite rendering object.
|
||||
/// </summary>
|
||||
API_CLASS() class FLAXENGINE_API SpriteRender : public Actor
|
||||
API_CLASS(Attributes = "ActorContextMenu(\"New/UI/Sprite Render\")") class FLAXENGINE_API SpriteRender : public Actor
|
||||
{
|
||||
DECLARE_SCENE_OBJECT(SpriteRender);
|
||||
private:
|
||||
|
||||
@@ -19,7 +19,7 @@
|
||||
/// <summary>
|
||||
/// Text rendering object.
|
||||
/// </summary>
|
||||
API_CLASS() class FLAXENGINE_API TextRender : public Actor
|
||||
API_CLASS(Attributes = "ActorContextMenu(\"New/UI/Text Render\")") class FLAXENGINE_API TextRender : public Actor
|
||||
{
|
||||
DECLARE_SCENE_OBJECT(TextRender);
|
||||
private:
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
/// <summary>
|
||||
/// Root of the UI structure. Renders GUI and handles input events forwarding.
|
||||
/// </summary>
|
||||
API_CLASS(Sealed, NoConstructor) class FLAXENGINE_API UICanvas : public Actor
|
||||
API_CLASS(Sealed, NoConstructor, Attributes = "ActorContextMenu(\"New/UI/UI Canvas\")") class FLAXENGINE_API UICanvas : public Actor
|
||||
{
|
||||
DECLARE_SCENE_OBJECT(UICanvas);
|
||||
public:
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
/// <summary>
|
||||
/// Contains a single GUI control (on C# side).
|
||||
/// </summary>
|
||||
API_CLASS(Sealed) class FLAXENGINE_API UIControl : public Actor
|
||||
API_CLASS(Sealed, Attributes = "ActorContextMenu(\"New/UI/UI Control\")") class FLAXENGINE_API UIControl : public Actor
|
||||
{
|
||||
DECLARE_SCENE_OBJECT(UIControl);
|
||||
private:
|
||||
|
||||
Reference in New Issue
Block a user