private void DrawCameraPosition(InteractionTrigger.Range range, int index) { if (range.cameraPosition.lookAtTarget == null) { return; } Vector3 labelPosition = range.cameraPosition.lookAtTarget.transform.position - Vector3.up * index * 0.05f; if (range.cameraPosition.direction == Vector3.zero) { Handles.Label(labelPosition, "Camera Position direction is Vector3.zero for Range" + index.ToString() + ": " + range.name); return; } if (range.cameraPosition.maxAngle <= 0f) { Handles.Label(labelPosition, "Camera Position max angle is zero for Range" + index.ToString() + ": " + range.name); return; } range.cameraPosition.maxDistance = Mathf.Max(range.cameraPosition.maxDistance, 0f); if (range.cameraPosition.maxDistance <= 0f) { Handles.Label(labelPosition, "Camera Position Max Distance is zero for Range" + index.ToString() + ": " + range.name); return; } Quaternion targetRotation = range.cameraPosition.GetRotation(); Vector3 position = range.cameraPosition.lookAtTarget.transform.position; Vector3 direction = targetRotation * range.cameraPosition.direction; direction = direction.normalized * range.cameraPosition.maxDistance; Handles.DrawLine(position, position + direction); Inspector.DotCap(0, position + direction, Quaternion.identity, 0.005f); Handles.Label(position + direction * 1.1f, "Camera Position for Range " + index.ToString() + ": " + range.name); if (range.cameraPosition.maxAngle >= 180f) { return; } float r = Mathf.Sin(range.cameraPosition.maxAngle * Mathf.Deg2Rad) * range.cameraPosition.maxDistance; float d = Mathf.Cos(range.cameraPosition.maxAngle * Mathf.Deg2Rad) * range.cameraPosition.maxDistance; Quaternion rotation = targetRotation * Quaternion.LookRotation(range.cameraPosition.direction); Inspector.CircleCap(0, position + direction.normalized * d, rotation, r); if (SceneView.lastActiveSceneView != null && SceneView.lastActiveSceneView.camera != null) { //Vector3 c = Vector3.Cross(direction, SceneView.lastActiveSceneView.camera.transform.forward); Vector3 c = Vector3.Cross(direction, (range.cameraPosition.lookAtTarget.transform.position - SceneView.lastActiveSceneView.camera.transform.position).normalized); c = Vector3.Cross(direction, c); Quaternion dirRotation = Quaternion.AngleAxis(range.cameraPosition.maxAngle, c); Vector3 dir3 = dirRotation * direction; Handles.DrawLine(position, position + dir3); Vector3 dir4 = Quaternion.Inverse(dirRotation) * direction; Handles.DrawLine(position, position + dir4); Handles.DrawWireArc(position, -c, dir3, range.cameraPosition.maxAngle * 2, range.cameraPosition.maxDistance); } }
private void DrawCharacterPosition(InteractionTrigger.Range range, int index) { Vector3 labelPosition = script.transform.position - Vector3.up * index * 0.05f; if (!range.characterPosition.use) { Handles.Label(labelPosition, "Character Position is not used for Range " + index.ToString() + ": " + range.name); return; } range.characterPosition.radius = Mathf.Max(range.characterPosition.radius, 0f); if (range.characterPosition.radius <= 0f) { Handles.Label(labelPosition, "Character Position radius is zero for Range " + index.ToString() + ": " + range.name); return; } if (range.characterPosition.maxAngle <= 0f) { Handles.Label(labelPosition, "Character Position max angle is zero for Range " + index.ToString() + ": " + range.name); return; } Vector3 f = script.transform.forward; if (range.characterPosition.fixYAxis) { f.y = 0f; } if (f == Vector3.zero) { Handles.Label(script.transform.position - Vector3.up * index * 0.05f, "Invalid rotation of InteractionTrigger for Range " + index.ToString() + ": " + range.name); return; // Singularity } Quaternion triggerRotation = Quaternion.LookRotation(f, (range.characterPosition.fixYAxis? Vector3.up: script.transform.up)); Vector3 position = script.transform.position + triggerRotation * range.characterPosition.offset3D; Vector3 direction = triggerRotation * range.characterPosition.direction3D; Quaternion rotation = direction == Vector3.zero? triggerRotation: Quaternion.LookRotation(direction, (range.characterPosition.fixYAxis? Vector3.up: script.transform.up)); Vector3 up = rotation * Vector3.up; Vector3 forward = rotation * Vector3.forward; Handles.DrawWireDisc(position, up, range.characterPosition.radius); if (range.characterPosition.orbit) { float mag = range.characterPosition.offset.magnitude; if (mag - range.characterPosition.radius > 0f) { Handles.DrawWireDisc(script.transform.position, up, mag - range.characterPosition.radius); } Handles.DrawWireDisc(script.transform.position, up, mag + range.characterPosition.radius); } Vector3 x = forward * range.characterPosition.radius; Quaternion q = Quaternion.AngleAxis(-range.characterPosition.maxAngle, up); Vector3 dir = q * x; if (direction != Vector3.zero && range.characterPosition.maxAngle < 180f) { Handles.DrawLine(position, position + x); Inspector.DotCap(0, position + x, Quaternion.identity, range.characterPosition.radius * 0.01f); } Handles.Label(position - Vector3.up * index * 0.05f, "Character Position for Range " + index.ToString() + ": " + range.name); Color color = Handles.color; Color transparent = new Color(color.r, color.g, color.b, 0.3f); Handles.color = transparent; Handles.DrawSolidArc(position, up, dir, range.characterPosition.maxAngle * 2f, range.characterPosition.radius); Handles.color = color; }