editor transport camera between rooms
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@@ -11,7 +11,13 @@ namespace EscapeRoomEngine.Engine.Runtime.Editor
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public class EngineEditor : EditorWindow
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public class EngineEditor : EditorWindow
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{
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{
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private bool _registeredUpdateEvent;
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private bool _registeredUpdateEvent;
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private Button _passToNextRoomButton, _skipCurrentRoomButton, _skipAndPassButton;
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private Button
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_passToNextRoomButton,
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_skipCurrentRoomButton,
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_skipAndPassButton,
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_cameraUpButton,
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_cameraDownButton;
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[MenuItem("Window/Engine Editor")]
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[MenuItem("Window/Engine Editor")]
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public static void ShowEditor()
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public static void ShowEditor()
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@@ -37,6 +43,16 @@ namespace EscapeRoomEngine.Engine.Runtime.Editor
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text = "Skip Current And Pass To Next Room"
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text = "Skip Current And Pass To Next Room"
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};
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};
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rootVisualElement.Add(_skipAndPassButton);
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rootVisualElement.Add(_skipAndPassButton);
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_cameraUpButton = new Button(CameraUp)
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{
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text = "Camera ↑"
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};
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rootVisualElement.Add(_cameraUpButton);
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_cameraDownButton = new Button(CameraDown)
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{
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text = "Camera ↓"
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};
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rootVisualElement.Add(_cameraDownButton);
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EditorApplication.playModeStateChanged += _ => UpdateUI();
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EditorApplication.playModeStateChanged += _ => UpdateUI();
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UpdateUI();
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UpdateUI();
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@@ -70,6 +86,16 @@ namespace EscapeRoomEngine.Engine.Runtime.Editor
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}
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}
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}
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}
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private void CameraUp()
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{
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SceneView.lastActiveSceneView.pivot += new Vector3(0, 1000, 0);
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}
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private void CameraDown()
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{
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SceneView.lastActiveSceneView.pivot += new Vector3(0, -1000, 0);
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}
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private void UpdateUI()
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private void UpdateUI()
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{
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{
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if (Engine.Instance && EditorApplication.isPlaying)
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if (Engine.Instance && EditorApplication.isPlaying)
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