Simplify code.
This commit is contained in:
@@ -156,31 +156,10 @@ namespace FlaxEditor.CustomEditors.Editors
|
||||
for (int i = 0; i < Values.Count; i++)
|
||||
{
|
||||
var v = Values[i];
|
||||
switch (_valueChanged)
|
||||
{
|
||||
case ValueChanged.X:
|
||||
{
|
||||
var val = (Quaternion)v;
|
||||
Quaternion.Euler(newValue.X, 0, 0, out Quaternion qVal);
|
||||
v = val * qVal;
|
||||
break;
|
||||
}
|
||||
case ValueChanged.Y:
|
||||
{
|
||||
var val = (Quaternion)v;
|
||||
Quaternion.Euler(0, newValue.Y, 0, out Quaternion qVal);
|
||||
v = val * qVal;
|
||||
break;
|
||||
}
|
||||
case ValueChanged.Z:
|
||||
{
|
||||
var val = (Quaternion)v;
|
||||
Quaternion.Euler(0, 0, newValue.Z, out Quaternion qVal);
|
||||
v = val * qVal;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
var val = (Quaternion)v;
|
||||
Quaternion.Euler(_valueChanged == ValueChanged.X ? newValue.X : 0, _valueChanged == ValueChanged.Y ? newValue.Y : 0, _valueChanged == ValueChanged.Z ? newValue.Z : 0, out Quaternion qVal);
|
||||
v = val * qVal;
|
||||
|
||||
newObjects[i] = v;
|
||||
}
|
||||
|
||||
@@ -193,34 +172,11 @@ namespace FlaxEditor.CustomEditors.Editors
|
||||
for (int i = 0; i < Values.Count; i++)
|
||||
{
|
||||
object v = Values[i];
|
||||
switch (_valueChanged)
|
||||
{
|
||||
case ValueChanged.X:
|
||||
{
|
||||
var val = (Quaternion)v;
|
||||
var euler = val.EulerAngles;
|
||||
Quaternion.Euler(xValue, euler.Y, euler.Z, out Quaternion qVal);
|
||||
v = qVal;
|
||||
break;
|
||||
}
|
||||
case ValueChanged.Y:
|
||||
{
|
||||
var val = (Quaternion)v;
|
||||
var euler = val.EulerAngles;
|
||||
Quaternion.Euler(euler.X, yValue, euler.Z, out Quaternion qVal);
|
||||
v = qVal;
|
||||
break;
|
||||
}
|
||||
case ValueChanged.Z:
|
||||
{
|
||||
var val = (Quaternion)v;
|
||||
var euler = val.EulerAngles;
|
||||
Quaternion.Euler(euler.X, euler.Y, zValue, out Quaternion qVal);
|
||||
v = qVal;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
var val = (Quaternion)v;
|
||||
var euler = val.EulerAngles;
|
||||
Quaternion.Euler(_valueChanged == ValueChanged.X ? xValue : euler.X, _valueChanged == ValueChanged.Y ? yValue : euler.Y, _valueChanged == ValueChanged.Z ? zValue : euler.Z, out Quaternion qVal);
|
||||
v = val * qVal;
|
||||
|
||||
newObjects[i] = v;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -251,34 +251,13 @@ namespace FlaxEditor.CustomEditors.Editors
|
||||
for (int i = 0; i < Values.Count; i++)
|
||||
{
|
||||
var v = Values[i];
|
||||
switch (_valueChanged)
|
||||
{
|
||||
case ValueChanged.X:
|
||||
if (v is Vector3 asVector3)
|
||||
v = asVector3 + new Vector3(newValue.X, 0, 0);
|
||||
else if (v is Float3 asFloat3)
|
||||
v = asFloat3 + new Float3(newValue.X, 0, 0);
|
||||
else if (v is Double3 asDouble3)
|
||||
v = asDouble3 + new Double3(newValue.X, 0, 0);
|
||||
break;
|
||||
case ValueChanged.Y:
|
||||
if (v is Vector3 asVector3y)
|
||||
v = asVector3y + new Vector3(0, newValue.Y, 0);
|
||||
else if (v is Float3 asFloat3y)
|
||||
v = asFloat3y + new Float3(0, newValue.Y, 0);
|
||||
else if (v is Double3 asDouble3y)
|
||||
v = asDouble3y + new Double3(0, newValue.Y, 0);
|
||||
break;
|
||||
case ValueChanged.Z:
|
||||
if (v is Vector3 asVector3z)
|
||||
v = asVector3z + new Vector3(0, 0, newValue.Z);
|
||||
else if (v is Float3 asFloat3z)
|
||||
v = asFloat3z + new Float3(0, 0, newValue.Z);
|
||||
else if (v is Double3 asDouble3z)
|
||||
v = asDouble3z + new Double3(0, 0, newValue.Z);
|
||||
break;
|
||||
}
|
||||
|
||||
if (v is Vector3 asVector3)
|
||||
v = asVector3 + new Vector3(_valueChanged == ValueChanged.X ? newValue.X : 0, _valueChanged == ValueChanged.Y ? newValue.Y : 0, _valueChanged == ValueChanged.Z ? newValue.Z : 0);
|
||||
else if (v is Float3 asFloat3)
|
||||
v = asFloat3 + new Float3(_valueChanged == ValueChanged.X ? newValue.X : 0, _valueChanged == ValueChanged.Y ? newValue.Y : 0, _valueChanged == ValueChanged.Z ? newValue.Z : 0);
|
||||
else if (v is Double3 asDouble3)
|
||||
v = asDouble3 + new Double3(_valueChanged == ValueChanged.X ? newValue.X : 0, _valueChanged == ValueChanged.Y ? newValue.Y : 0, _valueChanged == ValueChanged.Z ? newValue.Z : 0);
|
||||
|
||||
newObjects[i] = v;
|
||||
}
|
||||
|
||||
@@ -292,34 +271,13 @@ namespace FlaxEditor.CustomEditors.Editors
|
||||
for (int i = 0; i < Values.Count; i++)
|
||||
{
|
||||
object v = Values[i];
|
||||
switch (_valueChanged)
|
||||
{
|
||||
case ValueChanged.X:
|
||||
if (v is Vector3 vx3)
|
||||
v = new Vector3(xValue, vx3.Y, vx3.Z);
|
||||
else if (v is Float3 fx3)
|
||||
v = new Float3(xValue, fx3.Y, fx3.Z);
|
||||
else if (v is Double3 dx3)
|
||||
v = new Double3(xValue, dx3.Y, dx3.Z);
|
||||
break;
|
||||
case ValueChanged.Y:
|
||||
if (v is Vector3 vy3)
|
||||
v = new Vector3(vy3.X, yValue, vy3.Z);
|
||||
else if (v is Float3 fy3)
|
||||
v = new Float3(fy3.X, yValue, fy3.Z);
|
||||
else if (v is Double3 dy3)
|
||||
v = new Double3(dy3.X, yValue, dy3.Z);
|
||||
break;
|
||||
case ValueChanged.Z:
|
||||
if (v is Vector3 vz3)
|
||||
v = new Vector3(vz3.X, vz3.Y, zValue);
|
||||
else if (v is Float3 fz3)
|
||||
v = new Float3(fz3.X, fz3.Y, zValue);
|
||||
else if (v is Double3 dz3)
|
||||
v = new Double3(dz3.X, dz3.Y, zValue);
|
||||
break;
|
||||
}
|
||||
|
||||
if (v is Vector3 asVector3)
|
||||
v = new Vector3(_valueChanged == ValueChanged.X ? xValue : asVector3.X, _valueChanged == ValueChanged.Y ? yValue : asVector3.Y, _valueChanged == ValueChanged.Z ? zValue : asVector3.Z);
|
||||
else if (v is Float3 asFloat3)
|
||||
v = new Float3(_valueChanged == ValueChanged.X ? xValue : asFloat3.X, _valueChanged == ValueChanged.Y ? yValue : asFloat3.Y, _valueChanged == ValueChanged.Z ? zValue : asFloat3.Z);
|
||||
else if (v is Double3 asDouble3)
|
||||
v = new Double3(_valueChanged == ValueChanged.X ? xValue : asDouble3.X, _valueChanged == ValueChanged.Y ? yValue : asDouble3.Y, _valueChanged == ValueChanged.Z ? zValue : asDouble3.Z);
|
||||
|
||||
newObjects[i] = v;
|
||||
}
|
||||
}
|
||||
@@ -620,33 +578,12 @@ namespace FlaxEditor.CustomEditors.Editors
|
||||
for (int i = 0; i < Values.Count; i++)
|
||||
{
|
||||
var v = Values[i];
|
||||
switch (_valueChanged)
|
||||
{
|
||||
case ValueChanged.X:
|
||||
if (v is Vector3 asVector3)
|
||||
v = asVector3 + new Vector3(newValue.X, 0, 0);
|
||||
else if (v is Float3 asFloat3)
|
||||
v = asFloat3 + new Float3((float)newValue.X, 0, 0);
|
||||
else if (v is Double3 asDouble3)
|
||||
v = asDouble3 + new Double3(newValue.X, 0, 0);
|
||||
break;
|
||||
case ValueChanged.Y:
|
||||
if (v is Vector3 asVector3y)
|
||||
v = asVector3y + new Vector3(0, newValue.Y, 0);
|
||||
else if (v is Float3 asFloat3y)
|
||||
v = asFloat3y + new Float3(0, (float)newValue.Y, 0);
|
||||
else if (v is Double3 asDouble3y)
|
||||
v = asDouble3y + new Double3(0, newValue.Y, 0);
|
||||
break;
|
||||
case ValueChanged.Z:
|
||||
if (v is Vector3 asVector3z)
|
||||
v = asVector3z + new Vector3(0, 0, newValue.Z);
|
||||
else if (v is Float3 asFloat3z)
|
||||
v = asFloat3z + new Float3(0, 0, (float)newValue.Z);
|
||||
else if (v is Double3 asDouble3z)
|
||||
v = asDouble3z + new Double3(0, 0, newValue.Z);
|
||||
break;
|
||||
}
|
||||
if (v is Vector3 asVector3)
|
||||
v = asVector3 + new Vector3(_valueChanged == ValueChanged.X ? newValue.X : 0, _valueChanged == ValueChanged.Y ? newValue.Y : 0, _valueChanged == ValueChanged.Z ? newValue.Z : 0);
|
||||
else if (v is Float3 asFloat3)
|
||||
v = asFloat3 + new Float3(_valueChanged == ValueChanged.X ? (float)newValue.X : 0, _valueChanged == ValueChanged.Y ? (float)newValue.Y : 0, _valueChanged == ValueChanged.Z ? (float)newValue.Z : 0);
|
||||
else if (v is Double3 asDouble3)
|
||||
v = asDouble3 + new Double3(_valueChanged == ValueChanged.X ? newValue.X : 0, _valueChanged == ValueChanged.Y ? newValue.Y : 0, _valueChanged == ValueChanged.Z ? newValue.Z : 0);
|
||||
|
||||
newObjects[i] = v;
|
||||
}
|
||||
@@ -661,33 +598,12 @@ namespace FlaxEditor.CustomEditors.Editors
|
||||
for (int i = 0; i < Values.Count; i++)
|
||||
{
|
||||
object v = Values[i];
|
||||
switch (_valueChanged)
|
||||
{
|
||||
case ValueChanged.X:
|
||||
if (v is Vector3 vx3)
|
||||
v = new Vector3(xValue, vx3.Y, vx3.Z);
|
||||
else if (v is Float3 fx3)
|
||||
v = new Float3((float)xValue, fx3.Y, fx3.Z);
|
||||
else if (v is Double3 dx3)
|
||||
v = new Double3(xValue, dx3.Y, dx3.Z);
|
||||
break;
|
||||
case ValueChanged.Y:
|
||||
if (v is Vector3 vy3)
|
||||
v = new Vector3(vy3.X, yValue, vy3.Z);
|
||||
else if (v is Float3 fy3)
|
||||
v = new Float3(fy3.X, (float)yValue, fy3.Z);
|
||||
else if (v is Double3 dy3)
|
||||
v = new Double3(dy3.X, yValue, dy3.Z);
|
||||
break;
|
||||
case ValueChanged.Z:
|
||||
if (v is Vector3 vz3)
|
||||
v = new Vector3(vz3.X, vz3.Y, zValue);
|
||||
else if (v is Float3 fz3)
|
||||
v = new Float3(fz3.X, fz3.Y, (float)zValue);
|
||||
else if (v is Double3 dz3)
|
||||
v = new Double3(dz3.X, dz3.Y, zValue);
|
||||
break;
|
||||
}
|
||||
if (v is Vector3 asVector3)
|
||||
v = new Vector3(_valueChanged == ValueChanged.X ? xValue : asVector3.X, _valueChanged == ValueChanged.Y ? yValue : asVector3.Y, _valueChanged == ValueChanged.Z ? zValue : asVector3.Z);
|
||||
else if (v is Float3 asFloat3)
|
||||
v = new Float3(_valueChanged == ValueChanged.X ? (float)xValue : asFloat3.X, _valueChanged == ValueChanged.Y ? (float)yValue : asFloat3.Y, _valueChanged == ValueChanged.Z ? (float)zValue : asFloat3.Z);
|
||||
else if (v is Double3 asDouble3)
|
||||
v = new Double3(_valueChanged == ValueChanged.X ? xValue : asDouble3.X, _valueChanged == ValueChanged.Y ? yValue : asDouble3.Y, _valueChanged == ValueChanged.Z ? zValue : asDouble3.Z);
|
||||
|
||||
newObjects[i] = v;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user