public static void Gizmos(Component component, UnityEditor.GizmoType gizmoType)
        {
            var t = (PataponBodyController)component;

            if (UnityEditor.Selection.activeTransform == component.transform)
            {
                var bFwd = t.bodyDirection.forward;
                var eFwd = t.eyeDirection.forward;
                bFwd *= -1;
                eFwd *= -1;

                UnityEngine.Gizmos.color = Color.yellow;
                UnityEngine.Gizmos.DrawRay(t.bodyDirection.position, bFwd);
                UnityEngine.Gizmos.DrawSphere(t.bodyDirection.position + bFwd, 0.1f);
                UnityEngine.Gizmos.color = Color.green;
                UnityEngine.Gizmos.DrawRay(t.eyeDirection.position, eFwd);
                UnityEngine.Gizmos.DrawSphere(t.eyeDirection.position + eFwd, 0.1f);
            }
            else if (UnityEditor.Selection.activeTransform == t.bodyDirection ||
                     UnityEditor.Selection.activeTransform == t.eyeDirection)
            {
                var fwd = UnityEditor.Selection.activeTransform.forward;
                fwd *= -1;

                UnityEngine.Gizmos.DrawRay(UnityEditor.Selection.activeTransform.position, fwd);
                UnityEngine.Gizmos.DrawSphere(UnityEditor.Selection.activeTransform.position + fwd, 0.1f);
            }
        }
Beispiel #2
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        static void DrawGizmos(Transform objectTransform, UnityEditor.GizmoType gizmoType)
        {
            if (mapMagic == null)
            {
                return;
            }
            if (mapMagic.ToString() == "null" || ReferenceEquals(mapMagic.gameObject, null))            //check game object in case it was deleted
            //mapMagic.ToString()!="null" - the only efficient interface delete check. Nor Equals neither ReferenceEquals are reliable. I <3 Unity!
            {
                Clear(); return;
            }

            //disabled
            if (previewOutput == null || previewGenerator == null || !drawGizmos)
            {
                return;
            }

            //matrix
            if (previewOutput.type == Generator.InoutType.Map)
            {
                DrawMatrices();
            }

            //objects
            else if (previewOutput.type == Generator.InoutType.Objects)
            {
                DrawObjects();
            }
        }
    static void DrawNetPosition(Tub.NetPosition obj, UnityEditor.GizmoType gizmoType)
    {
        if (!UnityEditor.SceneView.currentDrawingSceneView)
        {
            return;
        }

        if (UnityEditor.EditorApplication.isPlaying)
        {
            return;
        }

        if (!obj.enabled)
        {
            return;
        }

        var lp = obj.transform.localPosition;
        var lr = obj.transform.localRotation;

        obj.Awake();

        obj.Update();
        Facepunch.Editor.WireframePreview.Draw(obj.transform, obj.transform.position, obj.transform.rotation, Color.cyan);

        obj.transform.localPosition = lp;
        obj.transform.localRotation = lr;

        UnityEditor.SceneView.currentDrawingSceneView.Repaint();
    }
Beispiel #4
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    static void DrawNetAnimation(Tub.NetAnimation obj, UnityEditor.GizmoType gizmoType)
    {
        if (!UnityEditor.SceneView.currentDrawingSceneView)
        {
            return;
        }

        if (UnityEditor.AnimationMode.InAnimationMode())
        {
            return;
        }

        obj.GetComponents();

        if (UnityEditor.EditorApplication.isPaused)
        {
            obj.UpdateToTime(0);
            return;
        }

        if (obj.GetComponentsInChildren <Transform>().Contains(UnityEditor.Selection.activeTransform))
        {
            obj.Update();
            Facepunch.Editor.WireframePreview.Draw(obj.transform, obj.transform.position, obj.transform.rotation, Color.cyan);

            obj.UpdateToTime(0);
        }
        else
        {
            obj.Update();
        }

        UnityEditor.SceneView.currentDrawingSceneView.Repaint();
    }
Beispiel #5
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 public static void DrawGizmos(Light light, UnityEditor.GizmoType type)
 {
     if (light.type == LightType.Directional && light.isActiveAndEnabled)
     {
         var renderer = Entities.World.Active.GetExistingSystem <MeshRenderBoundsUpdateSystem>();
         renderer.DrawGizmos();
     }
 }
Beispiel #6
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 public DrawGizmo(UnityEditor.GizmoType gizmo, System.Type drawnGizmoType)
 {
     //Mock Data:
     m_functionCallCounts = new Dictionary <string, int>();
     if (!m_functionCallCounts.ContainsKey("Void .ctor(GizmoType, Type)"))
     {
         m_functionCallCounts.Add("Void .ctor(GizmoType, Type)", 0);
     }
     m_functionCallCounts["Void .ctor(GizmoType, Type)"]++;
     throw new NotImplementedException("This function was automatically generated by Mockery and has no real implementation yet.");
 }
        public static void DrawGizmos(Light light, UnityEditor.GizmoType type)
        {
            if (light.type == LightType.Directional && light.isActiveAndEnabled)
            {
                if (World.DefaultGameObjectInjectionWorld == null)
                {
                    return;
                }

                var renderer = World.DefaultGameObjectInjectionWorld.GetExistingSystem <RenderBoundsUpdateSystem>();
                if (renderer != null)
                {
                    renderer.DrawGizmos();
                }
            }
        }
Beispiel #8
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        private static void DrawProbes(ProbeVolume probeVolume, UnityEditor.GizmoType gizmoType)
        {
            if (!ShouldDrawGizmos(probeVolume))
            {
                return;
            }

            probeVolume.OnValidate();

            var pointMeshList = probeVolume.m_DebugProbePointMeshList;

            probeVolume.m_DebugMaterial.SetPass(8);
            foreach (Mesh debugMesh in pointMeshList)
            {
                Graphics.DrawMeshNow(debugMesh, Matrix4x4.identity);
            }
        }
Beispiel #9
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    static void DrawSkeletonGizmo(GroundPlatform target, UnityEditor.GizmoType gizmoType)
    {
        if (!UnityEditor.SceneView.currentDrawingSceneView)
        {
            return;
        }

        if (target.targetRoot.localScale != Vector3.one || target.targetRoot.lossyScale != Vector3.one)
        {
            UnityEditor.Handles.color = Color.red;

            for (int i = 0; i < 16; i++)
            {
                UnityEditor.Handles.DrawDottedLine(target.transform.position, target.transform.position + Random.onUnitSphere, 3.0f);
            }
        }

        UnityEditor.SceneView.currentDrawingSceneView.Repaint();
    }