Esempio n. 1
0
 private static void DrawGizmos(ObiRod actor, GizmoType gizmoType)
 {
     Handles.color = Color.white;
     if (actor.rodBlueprint != null)
     {
         ObiPathHandles.DrawPathHandle(actor.rodBlueprint.path, actor.transform.localToWorldMatrix, actor.rodBlueprint.thickness, 20);
     }
 }
Esempio n. 2
0
        public bool OnSceneGUI(float thicknessScale, Matrix4x4 matrix)
        {
            ResizeCPArrays();

            HandleUtility.AddDefaultControl(GUIUtility.GetControlID(FocusType.Passive));

            // get a window ID:
            if (Event.current.type != EventType.Used)
            {
                windowId = GUIUtility.GetControlID(FocusType.Passive);
            }

            Matrix4x4 prevMatrix = Handles.matrix;

            Handles.matrix = matrix;

            // Draw control points:
            Handles.color = handleColor;
            for (int i = 0; i < path.ControlPointCount; ++i)
            {
                needsRepaint |= DrawControlPoint(i);
            }

            // Control point selection handle:
            needsRepaint |= ObiPathHandles.SplineCPSelector(path, selectedStatus);

            // Count selected and calculate average position:
            selectionAverage = GetControlPointAverage(out lastSelected, out selectedCount);

            // Draw cp tool handles:
            needsRepaint |= SplineCPTools(matrix);

            if (showThicknessHandles)
            {
                needsRepaint |= DoThicknessHandles(thicknessScale);
            }

            // Sceneview GUI:
            Handles.BeginGUI();
            GUILayout.Window(windowId, new Rect(10, 28, 0, 0), DrawUIWindow, "Path editor");
            Handles.EndGUI();

            Handles.matrix = prevMatrix;

            // During edit mode, allow to add/remove control points.
            if (insertTool)
            {
                AddControlPointsMode(matrix);
            }

            if (removeTool)
            {
                RemoveControlPointsMode(matrix);
            }

            return(needsRepaint);
        }