Example #1
0
        private void DrawRectGizmos()
        {
            if (Event.current.type == EventType.Repaint)
            {
                var selectedSprite      = skinningCache.selectedSprite;
                var sprites             = skinningCache.GetSprites();
                var unselectedRectColor = new Color(1f, 1f, 1f, 0.5f);

                foreach (var sprite in sprites)
                {
                    var skeleton = skinningCache.GetEffectiveSkeleton(sprite);

                    Debug.Assert(skeleton != null);

                    if (skeleton.isPosePreview)
                    {
                        continue;
                    }

                    var color = unselectedRectColor;

                    if (sprite == selectedSprite)
                    {
                        color = DrawingUtility.kSpriteBorderColor;
                    }

                    if (skinningCache.mode == SkinningMode.Character &&
                        sprite != selectedSprite)
                    {
                        continue;
                    }

                    var matrix = sprite.GetLocalToWorldMatrixFromMode();
                    var rect   = new Rect(matrix.MultiplyPoint3x4(Vector3.zero), sprite.textureRect.size);

                    DrawingUtility.BeginLines(color);
                    DrawingUtility.DrawBox(rect);
                    DrawingUtility.EndLines();
                }
            }
        }
        private void DrawSpriteMesh(SpriteCache sprite, float weightMapOpacity)
        {
            Debug.Assert(m_Material != null);

            var meshPreview = sprite.GetMeshPreview();
            var meshCache   = sprite.GetMesh();

            Debug.Assert(meshPreview != null);

            if (meshPreview.mesh == null || meshPreview.mesh.vertexCount == 0)
            {
                DrawDefaultSpriteMesh(sprite);
            }
            else
            {
                m_Material.mainTexture = meshCache.textureDataProvider.texture;
                m_Material.SetFloat("_Opacity", 1f);
                m_Material.SetFloat("_VertexColorBlend", weightMapOpacity);

                m_Material.color = Color.white;

                DrawingUtility.DrawMesh(meshPreview.mesh, m_Material, sprite.GetLocalToWorldMatrixFromMode());
            }
        }
 public void DrawVertexSelected(Vector2 position)
 {
     DrawingUtility.DrawGUIStyleCap(0, position, Quaternion.identity, 1f, styles.pointSelectedStyle);
 }