UnityEditor.SceneViewMotion.HandleKeyDown C# (CSharp) Method

HandleKeyDown() private static method

private static HandleKeyDown ( SceneView sceneView ) : void
sceneView SceneView
return void
        private static void HandleKeyDown(SceneView sceneView)
        {
            if ((Event.current.keyCode == KeyCode.Escape) && (GUIUtility.hotControl == s_ViewToolID))
            {
                ResetDragState();
            }
            if (Tools.s_LockedViewTool == ViewTool.FPS)
            {
                Event current = Event.current;
                Vector3 vector = s_Motion;
                if (current.keyCode == kFPSForward.keyCode)
                {
                    sceneView.viewIsLockedToObject = false;
                    s_Motion.z = 1f;
                    current.Use();
                }
                else if (current.keyCode == kFPSBack.keyCode)
                {
                    sceneView.viewIsLockedToObject = false;
                    s_Motion.z = -1f;
                    current.Use();
                }
                else if (current.keyCode == kFPSLeft.keyCode)
                {
                    sceneView.viewIsLockedToObject = false;
                    s_Motion.x = -1f;
                    current.Use();
                }
                else if (current.keyCode == kFPSRight.keyCode)
                {
                    sceneView.viewIsLockedToObject = false;
                    s_Motion.x = 1f;
                    current.Use();
                }
                else if (current.keyCode == kFPSUp.keyCode)
                {
                    sceneView.viewIsLockedToObject = false;
                    s_Motion.y = 1f;
                    current.Use();
                }
                else if (current.keyCode == kFPSDown.keyCode)
                {
                    sceneView.viewIsLockedToObject = false;
                    s_Motion.y = -1f;
                    current.Use();
                }
                if ((current.type != EventType.KeyDown) && (vector.sqrMagnitude == 0f))
                {
                    s_FPSTiming.Begin();
                }
            }
        }

Usage Example

示例#1
0
        public static void DoViewTool(Transform cameraTransform, SceneView view)
        {
            Event     current        = Event.current;
            int       num            = SceneViewMotion.s_ViewToolID;
            EventType typeForControl = current.GetTypeForControl(num);
            float     d = 0f;

            if (view && Tools.s_LockedViewTool == ViewTool.FPS)
            {
                view.FixNegativeSize();
                d = (view.pivot - cameraTransform.position).magnitude;
            }
            switch (typeForControl)
            {
            case EventType.MouseDown:
                SceneViewMotion.HandleMouseDown(view, num, current.button);
                break;

            case EventType.MouseUp:
                SceneViewMotion.HandleMouseUp(view, num, current.button, current.clickCount);
                break;

            case EventType.MouseDrag:
                SceneViewMotion.HandleMouseDrag(cameraTransform, view, num);
                break;

            case EventType.KeyDown:
                SceneViewMotion.HandleKeyDown(view);
                break;

            case EventType.KeyUp:
                SceneViewMotion.HandleKeyUp();
                break;

            case EventType.ScrollWheel:
                SceneViewMotion.HandleScrollWheel(view, !current.alt);
                break;

            case EventType.Layout:
            {
                Vector3 movementDirection = SceneViewMotion.GetMovementDirection();
                if (GUIUtility.hotControl == num && movementDirection.sqrMagnitude != 0f)
                {
                    cameraTransform.position += cameraTransform.rotation * movementDirection;
                }
                break;
            }
            }
            if (view && Tools.s_LockedViewTool == ViewTool.FPS)
            {
                if (!view.orthographic)
                {
                    view.rotation = cameraTransform.rotation;
                }
                view.pivot = cameraTransform.position + cameraTransform.forward * d;
                view.Repaint();
            }
        }
All Usage Examples Of UnityEditor.SceneViewMotion::HandleKeyDown