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https://github.com/originalnicodr/CinematicUnityExplorer.git
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Added a button in the game object inspector panel to move the object to the camera position (and rotation). Also minor UI adjustment on the CamPaths panel.
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@ -214,7 +214,7 @@ namespace UnityExplorer.UI.Panels
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UIFactory.SetLayoutElement(fourthRow, minHeight: 25, flexibleWidth: 9999);
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saveLoadInputField = UIFactory.CreateInputField(fourthRow, "PathName", "File name");
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UIFactory.SetLayoutElement(saveLoadInputField.GameObject, minWidth: 330, minHeight: 25);
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UIFactory.SetLayoutElement(saveLoadInputField.GameObject, minWidth: 320, minHeight: 25);
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GameObject spacer1 = UIFactory.CreateUIObject("Spacer", fourthRow);
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LayoutElement spaceLayout1 = UIFactory.SetLayoutElement(spacer1, minWidth: 20, flexibleWidth: 0);
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@ -324,6 +324,19 @@ namespace UnityExplorer.UI.Widgets
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NameInput.Component.textComponent.fontSize = 15;
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NameInput.Component.GetOnEndEdit().AddListener((string val) => { OnNameEndEdit(val); });
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ButtonRef MoveToCameraButton = UIFactory.CreateButton(titleRow, "MoveToCameraButton", "Move to Camera", new Color(0.2f, 0.2f, 0.2f));
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MoveToCameraButton.ButtonText.fontSize = 13;
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UIFactory.SetLayoutElement(MoveToCameraButton.Component.gameObject, minHeight: 25, minWidth: 120);
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MoveToCameraButton.OnClick += () => {
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if (FreeCamPanel.inFreeCamMode) {
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Transform freecamTransform = FreeCamPanel.GetFreecam().transform;
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this.Target.gameObject.transform.position = freecamTransform.position;
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this.Target.gameObject.transform.rotation = freecamTransform.rotation;
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} else {
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ExplorerCore.LogWarning("Enable freecam before trying to move an object to the camera!");
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}
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};
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// second row (toggles, instanceID, tag, buttons)
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GameObject secondRow = UIFactory.CreateUIObject("ParentRow", topInfoHolder);
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