Main render:
<React3/>
<scene>
{this.state.gameStarted ? <Game/> : <Title/>}
</scene>
<React3>| class MyComponent extends React.Component{ | |
| constructor(props, context) { | |
| super(props, context); | |
| this.editorControls = null; | |
| this.focusFunction = (objectToFocus) => { | |
| if(!this.editorControls) { | |
| return; | |
| } |
Main render:
<React3/>
<scene>
{this.state.gameStarted ? <Game/> : <Title/>}
</scene>
<React3>| import Module from 'react-three-renderer/lib/Module'; | |
| import PropTypes from 'react/lib/ReactPropTypes'; | |
| import events from 'events'; | |
| const { EventEmitter } = events; | |
| // or shim EventEmitter | |
| class UpdateAllObjects extends Module { | |
| constructor() { |
| private static Vector2 WorldToPixelCoords(Vector3 projectedPoint, Sprite sprite, Transform transform) | |
| { | |
| var textureRect = sprite.textureRect; | |
| var spriteBounds = sprite.bounds; | |
| var localPoint = transform.InverseTransformPoint(projectedPoint); | |
| localPoint.x = (localPoint.x - spriteBounds.min.x) / (spriteBounds.size.x); | |
| localPoint.y = (localPoint.y - spriteBounds.min.y) / (spriteBounds.size.y); |
| //http://mathworld.wolfram.com/Point-PlaneDistance.html | |
| float distanceToPlane(float3 planePosition, float3 planeNormal, float3 pointInWorld) | |
| { | |
| //w = vector from plane to point | |
| float3 w = - ( planePosition - pointInWorld ); | |
| return ( | |
| planeNormal.x * w.x + | |
| planeNormal.y * w.y + | |
| planeNormal.z * w.z | |
| ) / sqrt ( |
| using System; | |
| using System.Collections.Generic; | |
| using System.Reflection; | |
| using UnityEditor; | |
| using UnityEngine; | |
| [InitializeOnLoad] | |
| public class HighlightHelper | |
| { | |
| private static Type HierarchyWindowType; |
| using System; | |
| using System.Collections.Generic; | |
| using System.Reflection; | |
| using UnityEditor; | |
| using UnityEngine; | |
| [InitializeOnLoad] | |
| public class HighlightHelper { | |
| private static readonly Type HierarchyWindowType; |
| using System; | |
| using System.Collections.Generic; | |
| using System.Xml; | |
| using UnityEditor; | |
| using UnityEngine; | |
| public class TextureAtlasSlicer : EditorWindow { | |
| [MenuItem("CONTEXT/TextureImporter/Slice Sprite Using XML")] | |
| public static void SliceUsingXML(MenuCommand command) | |
| { |
| public class Modification : IDisposable { | |
| private readonly Object[] objects; | |
| public Modification(string action, params Object[] objects) { | |
| this.objects = objects; | |
| EditorHelpers.RecordUndo(action, objects); | |
| } | |
| public void Dispose() { | |
| foreach (Object o in objects) { |