Beispiel #1
0
        public override void PrepareToRender()
        {
            // Figure out where the ball and shadow should be drawn
            Vector2 ballPixelPosition        = PerspectiveManager.ToPixels(transform.position.x, transform.position.y, transform.position.z);
            float   ballPixelScale           = PerspectiveManager.ToPixelScale(transform.position.z);
            Vector2 ballShadowPixelPosition  = PerspectiveManager.ToPixels(transform.position.x, PerspectiveManager.GroundY(), transform.position.z);
            Vector2 ballReticlePixelPosition = PerspectiveManager.ToPixels(transform.position.x, transform.position.y, 0.0f);

            // Need to adjust the frame position since not all ball frames are pixel-aligned
            int   frame       = Mathf.FloorToInt(Mathf.Clamp(15.0f * ballPixelScale, 3.0f, 16.0f)) - 3;
            float frameOffset = (frame % 2 == 0) ? 0.5f : 0.0f;

            // Move the ball and shadow to those positions
            ballSprite.transform.position        = new Vector3(ballPixelPosition.x + frameOffset, ballPixelPosition.y + frameOffset, 0.0f);
            ballShadowSprite.transform.position  = new Vector3(ballShadowPixelPosition.x + frameOffset, ballShadowPixelPosition.y, 0.0f);
            ballReticleSprite.transform.position = new Vector3(ballReticlePixelPosition.x + frameOffset, ballReticlePixelPosition.y, 0.0f);

            // Update their frames to reflect their size
            ballSprite.SetSprite(frame);
            ballShadowSprite.SetSprite(frame);
            ballReticleSprite.SetSprite(frame);

            // Hide the reticle if out of range
            if (transform.position.z < 0.0f || transform.position.z > 100.0f)
            {
                ballReticleSprite.Hide();
            }
            else
            {
                ballReticleSprite.Show();
            }
        }
Beispiel #2
0
        public void OnSceneGUI(SceneView sceneView)
        {
            BallAnimation  anim   = target as BallAnimation;
            List <Vector3> points = anim.points;

            // Darken the rest of the scene
            Handles.DrawSolidRectangleWithOutline(new Vector3[] {
                new Vector3(-128.0f, -120.0f, 0.0f),
                new Vector3(-128.0f, 120.0f, 0.0f),
                new Vector3(128.0f, 120.0f, 0.0f),
                new Vector3(128.0f, -120.0f, 0.0f),
            }, new Color(0.0f, 0.0f, 0.0f, 0.7f), new Color(0.0f, 0.0f, 0.0f, 0.0f));

            // Draw the path
            Handles.color = Color.cyan;
            Vector3 prevBezierPixelPosition = Vector3.zero;
            Vector2?prevPixelPosition       = null;

            foreach (Vector3 point in points)
            {
                Vector2 pixelPosition = PerspectiveManager.ToPixels(point);
                if (prevPixelPosition != null)
                {
                    Handles.DrawLine((UnityEngine.Vector3)prevPixelPosition, pixelPosition);
                }
                prevPixelPosition = pixelPosition;
            }

            // Draw circles representing where the ball will be along the path
            Handles.color = new Color(1.0f, 1.0f, 1.0f, 0.1f);
            for (int i = 0; i <= 20; i++)
            {
                float   t                   = i / 20.0f;
                Vector3 position            = anim.GetPosition(t);
                Vector2 pixelPosition       = PerspectiveManager.ToPixels(position);
                Vector2 groundPixelPosition = PerspectiveManager.ToGroundPixels(position);
                float   scale               = PerspectiveManager.ToPixelScale(position.z);
                float   radius              = 15.0f * scale / 2;
                Handles.DrawSolidDisc(pixelPosition, Vector3.back, radius);
                Handles.DrawLine(groundPixelPosition, pixelPosition);
            }
        }
        public void OnSceneGUI(SceneView sceneView)
        {
            BezierSplinePath         path   = target as BezierSplinePath;
            List <BezierSplinePoint> points = path.points;

            // Darken the rest of the scene
            Handles.DrawSolidRectangleWithOutline(new Vector3[] {
                new Vector3(-128.0f, -120.0f, 0.0f),
                new Vector3(-128.0f, 120.0f, 0.0f),
                new Vector3(128.0f, 120.0f, 0.0f),
                new Vector3(128.0f, -120.0f, 0.0f),
            }, new Color(0.0f, 0.0f, 0.0f, 0.7f), new Color(0.0f, 0.0f, 0.0f, 0.0f));

            // Draw the bezier curve
            Handles.color = Color.cyan;
            Vector2 prevBezierPixelPosition = Vector3.zero;

            for (float t = 0.0f; t <= 1.0f; t += 0.001f)
            {
                Vector3 bezierPosition      = path.GetPosition(t);
                Vector2 bezierPixelPosition = PerspectiveManager.ToPixels(bezierPosition);
                if (t > 0.0f)
                {
                    Handles.DrawLine(prevBezierPixelPosition, bezierPixelPosition);
                }
                prevBezierPixelPosition = bezierPixelPosition;
            }

            // Iterate through the list of points
            BezierSplinePoint prevPoint         = null;
            Vector3           prevPixelPosition = Vector3.zero;

            for (int i = 0; i < points.Count; i++)
            {
                BezierSplinePoint point = points[i];
                bool isSelected         = (selectedPointIndex == i);

                // Do some perspective math to figure out where the ball will be rendered at this point
                Vector2 pixelPosition       = PerspectiveManager.ToPixels(point.position);
                Vector2 groundPixelPosition = PerspectiveManager.ToGroundPixels(point.position);
                float   scale  = PerspectiveManager.ToPixelScale(point.position.z);
                float   radius = 15.0f * scale / 2;

                if (isSelected)
                {
                    // Draw a handle at the anchor in position
                    Vector3 anchorIn = point.position + point.anchorIn;
                    Vector2 anchorInPixelPosition       = PerspectiveManager.ToPixels(anchorIn);
                    Vector2 anchorInGroundPixelPosition = PerspectiveManager.ToGroundPixels(anchorIn);
                    float   anchorInScale = PerspectiveManager.ToPixelScale(anchorIn.z);
                    float   anchorInSize  = 2.0f * anchorInScale;
                    Handles.color = Color.gray;
                    Handles.DrawLine(anchorInPixelPosition, anchorInGroundPixelPosition);
                    if (Handles.Button(anchorInGroundPixelPosition, Quaternion.identity, anchorInSize, Mathf.Max(2.0f, anchorInSize + 1.0f), Handles.DotHandleCap))
                    {
                        selectedPointIndex = i;
                        selectedPointType  = SelectedPointType.AnchorIn;
                        hasSelectedGround  = true;
                        Repaint();
                    }
                    Handles.color = Color.magenta;
                    Handles.DrawLine(anchorInPixelPosition, pixelPosition);
                    if (Handles.Button(anchorInPixelPosition, Quaternion.identity, anchorInSize, Mathf.Max(2.0f, anchorInSize + 1.0f), Handles.DotHandleCap))
                    {
                        selectedPointIndex = i;
                        selectedPointType  = SelectedPointType.AnchorIn;
                        hasSelectedGround  = false;
                        Repaint();
                    }
                }

                // Draw a circle representing where the ball will be at this point
                Handles.color = new Color(1.0f, 1.0f, isSelected ? 0.0f : 1.0f, 0.1f);
                Handles.DrawSolidDisc(pixelPosition, Vector3.back, radius);

                // Draw a line from the ball to the ground
                Handles.color = isSelected ? Color.yellow : Color.white;
                Handles.DrawLine(pixelPosition, groundPixelPosition);

                // Draw a button where the ground under the ball is
                if (Handles.Button(groundPixelPosition, Quaternion.identity, radius / 2, Mathf.Max(2.0f, radius / 2 + 1.0f), Handles.DotHandleCap))
                {
                    selectedPointIndex = i;
                    selectedPointType  = SelectedPointType.Point;
                    hasSelectedGround  = true;
                    Repaint();
                }

                // Draw a button where the ball is
                if (Handles.Button(pixelPosition, Quaternion.identity, radius, Mathf.Max(2.0f, radius + 1.0f), Handles.CircleHandleCap))
                {
                    selectedPointIndex = i;
                    selectedPointType  = SelectedPointType.Point;
                    hasSelectedGround  = false;
                    Repaint();
                }

                if (isSelected)
                {
                    // Draw a handle at the anchor out position
                    Vector3 anchorOut = point.position + point.anchorOut;
                    Vector2 anchorOutPixelPosition       = PerspectiveManager.ToPixels(anchorOut);
                    Vector2 anchorOutGroundPixelPosition = PerspectiveManager.ToGroundPixels(anchorOut);
                    float   anchorOutScale = PerspectiveManager.ToPixelScale(anchorOut.z);
                    float   anchorOutSize  = 2.0f * anchorOutScale;
                    Handles.color = Color.gray;
                    Handles.DrawLine(anchorOutPixelPosition, anchorOutGroundPixelPosition);
                    if (Handles.Button(anchorOutGroundPixelPosition, Quaternion.identity, anchorOutSize, Mathf.Max(2.0f, anchorOutSize + 1.0f), Handles.DotHandleCap))
                    {
                        selectedPointIndex = i;
                        selectedPointType  = SelectedPointType.AnchorOut;
                        hasSelectedGround  = true;
                        Repaint();
                    }
                    Handles.color = Color.magenta;
                    Handles.DrawLine(pixelPosition, anchorOutPixelPosition);
                    if (Handles.Button(anchorOutPixelPosition, Quaternion.identity, anchorOutSize, Mathf.Max(2.0f, anchorOutSize + 1.0f), Handles.DotHandleCap))
                    {
                        selectedPointIndex = i;
                        selectedPointType  = SelectedPointType.AnchorOut;
                        hasSelectedGround  = false;
                        Repaint();
                    }
                }

                // Draw the position handle so the user can change any aspect of a point
                if (isSelected)
                {
                    Vector3 selectedVector;
                    if (selectedPointType == SelectedPointType.Point)
                    {
                        selectedVector = point.position;
                    }
                    else if (selectedPointType == SelectedPointType.AnchorIn)
                    {
                        selectedVector = point.position + point.anchorIn;
                    }
                    else
                    {
                        selectedVector = point.position + point.anchorOut;
                    }

                    Vector2 selectedPixelPosition;
                    if (hasSelectedGround)
                    {
                        selectedPixelPosition = PerspectiveManager.ToGroundPixels(selectedVector);
                    }
                    else
                    {
                        selectedPixelPosition = PerspectiveManager.ToPixels(selectedVector);
                    }

                    EditorGUI.BeginChangeCheck();
                    Vector3 newPixelPosition = Handles.DoPositionHandle(selectedPixelPosition, Quaternion.identity);
                    if (EditorGUI.EndChangeCheck())
                    {
                        Vector3 newPosition;
                        if (hasSelectedGround)
                        {
                            float   depth             = PerspectiveManager.ToPerspectiveDepth(newPixelPosition.y);
                            Vector3 newGroundPosition = PerspectiveManager.ToPerspective(newPixelPosition.x, newPixelPosition.y, depth);
                            newPosition = new Vector3(newGroundPosition.x, selectedVector.y, newGroundPosition.z);
                        }
                        else
                        {
                            newPosition = PerspectiveManager.ToPerspective(newPixelPosition.x, newPixelPosition.y, selectedVector.z);
                        }
                        if (selectedPointType == SelectedPointType.Point)
                        {
                            point.position = newPosition;
                        }
                        else if (selectedPointType == SelectedPointType.AnchorIn)
                        {
                            point.anchorIn = newPosition - point.position;
                            if (point.mirrorAnchors)
                            {
                                point.anchorOut = -point.anchorIn;
                            }
                        }
                        else
                        {
                            point.anchorOut = newPosition - point.position;
                            if (point.mirrorAnchors)
                            {
                                point.anchorIn = -point.anchorOut;
                            }
                        }
                        Undo.RegisterCompleteObjectUndo(path, "Move Point");
                        EditorUtility.SetDirty(path);
                    }
                }

                prevPoint         = point;
                prevPixelPosition = pixelPosition;
            }
        }