//using UnityEngine; //using UnityEditor; //using System.Collections; //class BoxyCarWizard : EditorWindow //{ // private int axlesCount = 2; // private float mass = 1000; // private float axleStep = 2; // private float axleWidth = 2; // private float axleShift = -0.5f; // //[MenuItem("Vehicles/Boxy car wizard")] // public static void ShowWindow() // { // EditorWindow.GetWindow(typeof(BoxyCarWizard)); // } // void OnGUI () { // axlesCount = EditorGUILayout.IntSlider ("Axles: ", axlesCount, 2, 10); // mass = EditorGUILayout.FloatField ("Mass: ", mass); // axleStep = EditorGUILayout.FloatField ("Axle step: ", axleStep); // axleWidth = EditorGUILayout.FloatField ("Axle width: ", axleWidth); // axleShift = EditorGUILayout.FloatField ("Axle shift: ", axleShift); // if (GUILayout.Button("Generate")) { // CreateCar (); // } // } // void CreateCar() // { // var root = new GameObject ("carRoot"); // var rootBody = root.AddComponent (); // rootBody.mass = mass; // var body = GameObject.CreatePrimitive (PrimitiveType.Cube); // body.transform.parent = root.transform; // float length = (axlesCount - 1) * axleStep; // float firstOffset = length / 2; // body.transform.localScale = new Vector3(axleWidth, 1, length); // for (int i = 0; i < axlesCount; ++i) // { // var leftWheel = new GameObject (string.Format("a{0}l", i)); // var rightWheel = new GameObject (string.Format("a{0}r", i)); // leftWheel.AddComponent (); // rightWheel.AddComponent (); // leftWheel.transform.parent = root.transform; // rightWheel.transform.parent = root.transform; // leftWheel.transform.localPosition = new Vector3 (-axleWidth / 2, axleShift, firstOffset - axleStep * i); // rightWheel.transform.localPosition = new Vector3 (axleWidth / 2, axleShift, firstOffset - axleStep * i); // } // root.AddComponent(); // root.AddComponent(); // } //}