コード例 #1
0
ファイル: SplineComputerEditor.cs プロジェクト: Wanyea/Galaga
        void OnEnable()
        {
            splines = new SplineComputer[targets.Length];
            for (int i = 0; i < splines.Length; i++)
            {
                splines[i] = (SplineComputer)targets[i];
                splines[i].EditorAwake();
                if (splines[i].alwaysDraw)
                {
                    DSSplineDrawer.RegisterComputer(splines[i]);
                }
            }
            spline = splines[0];
            InitializeSplineEditor();
            InitializeComputerEditor();
            debugEditor                    = new SplineDebugEditor(spline);
            debugEditor.undoHandler       += RecordUndo;
            debugEditor.repaintHandler    += OnRepaint;
            triggersEditor                 = new SplineTriggersEditor(spline);
            triggersEditor.undoHandler    += RecordUndo;
            triggersEditor.repaintHandler += OnRepaint;
            hold = false;
#if UNITY_2019_1_OR_NEWER
            SceneView.beforeSceneGui += BeforeSceneGUI;
#else
            SceneView.onSceneGUIDelegate += BeforeSceneGUI;
#endif
            Undo.undoRedoPerformed += UndoRedoPerformed;
        }
コード例 #2
0
        public override void DrawInspector()
        {
            base.DrawInspector();
            if (Event.current.type == EventType.MouseUp)
            {
                GetSplineLength();
            }

            spline.editorPathColor = EditorGUILayout.ColorField("Color in Scene", spline.editorPathColor);
            bool lastAlwaysDraw = spline.alwaysDraw;

            spline.alwaysDraw = EditorGUILayout.Toggle("Always Draw Spline", spline.alwaysDraw);
            if (lastAlwaysDraw != spline.alwaysDraw)
            {
                if (spline.alwaysDraw)
                {
                    DSSplineDrawer.RegisterComputer(spline);
                }
                else
                {
                    DSSplineDrawer.UnregisterComputer(spline);
                }
            }
            spline.drawThinckness = EditorGUILayout.Toggle("Draw thickness", spline.drawThinckness);
            if (spline.drawThinckness)
            {
                EditorGUI.indentLevel++;
                spline.billboardThickness = EditorGUILayout.Toggle("Always face camera", spline.billboardThickness);
                EditorGUI.indentLevel--;
            }
            EditorGUILayout.Space();
            EditorGUILayout.HelpBox("Samples: " + spline.samples.Length + "\n\r" + "Length: " + length, MessageType.Info);
        }
コード例 #3
0
        void ApplyPoints()
        {
            if (originalPoints.Count != imported.Count)
            {
                return;
            }
            if (imported.Count == 0)
            {
                return;
            }
            Quaternion lookRot = Quaternion.identity;

            switch (importAxis)
            {
            case Axis.X: lookRot = Quaternion.LookRotation(Vector3.right); break;

            case Axis.Y: lookRot = Quaternion.LookRotation(Vector3.down); break;

            case Axis.Z: lookRot = Quaternion.LookRotation(Vector3.forward); break;
            }
            for (int i = 0; i < imported.Count; i++)
            {
                SplinePoint[] transformed = new SplinePoint[originalPoints[i].Length];
                originalPoints[i].CopyTo(transformed, 0);
                for (int j = 0; j < transformed.Length; j++)
                {
                    transformed[j].position *= scaleFactor;
                    transformed[j].tangent  *= scaleFactor;
                    transformed[j].tangent2 *= scaleFactor;

                    transformed[j].position = lookRot * transformed[j].position;
                    transformed[j].tangent  = lookRot * transformed[j].tangent;
                    transformed[j].tangent2 = lookRot * transformed[j].tangent2;
                    transformed[j].normal   = lookRot * transformed[j].normal;
                }
                imported[i].SetPoints(transformed);
                if (alwaysDraw)
                {
                    DSSplineDrawer.RegisterComputer(imported[i]);
                }
                else
                {
                    DSSplineDrawer.UnregisterComputer(imported[i]);
                }
            }
            SceneView.RepaintAll();
        }
コード例 #4
0
ファイル: Explorer.cs プロジェクト: Wanyea/Galaga
        public override void Draw(Rect rect)
        {
            switch (Event.current.type)
            {
            case EventType.MouseDown:
                if (Event.current.button == 0)
                {
                    mouseLeft = true;
                }
                break;

            case EventType.MouseUp: if (Event.current.button == 0)
                {
                    mouseLeft = false;
                }
                break;
            }

            Rect lastRect;

            scroll = EditorGUILayout.BeginScrollView(scroll, GUILayout.Width(rect.width), GUILayout.Height(rect.height));
            EditorGUILayout.BeginHorizontal(normalRow);
            EditorGUILayout.LabelField("Name", EditorStyles.boldLabel, GUILayout.Width(rect.width - 200));
            EditorGUILayout.LabelField("Color", EditorStyles.boldLabel, GUILayout.Width(65));
            EditorGUILayout.LabelField("Draw", EditorStyles.boldLabel, GUILayout.Width(40));
            EditorGUILayout.LabelField("Thickness", EditorStyles.boldLabel, GUILayout.Width(60));
            EditorGUILayout.EndHorizontal();
            EditorGUI.BeginChangeCheck();
            for (int i = 0; i < sceneSplines.Count; i++)
            {
                bool isSelected = selected.Contains(i);
                if (isSelected)
                {
                    GUI.backgroundColor = SplinePrefs.highlightColor;
                }

                EditorGUILayout.BeginHorizontal(isSelected ? selectedRow : normalRow);
                EditorGUILayout.LabelField(sceneSplines[i].name, isSelected ? selectedRow : normalRow, GUILayout.Width(rect.width - 200));
                GUI.backgroundColor = Color.white;
                Color pathColor = sceneSplines[i].editorPathColor;
                pathColor = EditorGUILayout.ColorField(pathColor, GUILayout.Width(65));
                if (pathColor != sceneSplines[i].editorPathColor)
                {
                    foreach (int index in selected)
                    {
                        sceneSplines[index].editorPathColor = pathColor;
                    }
                }
                bool alwaysDraw = sceneSplines[i].alwaysDraw;
                alwaysDraw = EditorGUILayout.Toggle(alwaysDraw, GUILayout.Width(40));
                if (alwaysDraw != sceneSplines[i].alwaysDraw)
                {
                    foreach (int index in selected)
                    {
                        if (alwaysDraw)
                        {
                            DSSplineDrawer.RegisterComputer(sceneSplines[index]);
                        }
                        else
                        {
                            DSSplineDrawer.UnregisterComputer(sceneSplines[index]);
                        }
                    }
                }
                bool thickness = sceneSplines[i].drawThinckness;
                thickness = EditorGUILayout.Toggle(thickness, GUILayout.Width(40));
                if (thickness != sceneSplines[i].drawThinckness)
                {
                    foreach (int index in selected)
                    {
                        sceneSplines[index].drawThinckness = thickness;
                    }
                }
                EditorGUILayout.EndHorizontal();
                lastRect = GUILayoutUtility.GetLastRect();
                if (mouseLeft)
                {
                    if (lastRect.Contains(Event.current.mousePosition))
                    {
                        if (Event.current.control)
                        {
                            if (!selected.Contains(i))
                            {
                                selected.Add(i);
                            }
                        }
                        else if (selected.Count > 0 && Event.current.shift)
                        {
                            int closest = selected[0];
                            int delta   = sceneSplines.Count;
                            for (int j = 0; j < selected.Count; j++)
                            {
                                int d = Mathf.Abs(i - selected[j]);
                                if (d < delta)
                                {
                                    delta   = d;
                                    closest = selected[j];
                                }
                            }
                            if (closest < i)
                            {
                                for (int j = closest + 1; j <= i; j++)
                                {
                                    if (selected.Contains(j))
                                    {
                                        continue;
                                    }
                                    selected.Add(j);
                                }
                            }
                            else
                            {
                                for (int j = closest - 1; j >= i; j--)
                                {
                                    if (selected.Contains(j))
                                    {
                                        continue;
                                    }
                                    selected.Add(j);
                                }
                            }
                        }
                        else
                        {
                            selected = new List <int>(new int[] { i });
                        }
                        List <GameObject> selectGo = new List <GameObject>();
                        foreach (int index in selected)
                        {
                            selectGo.Add(sceneSplines[index].gameObject);
                        }
                        Selection.objects = selectGo.ToArray();
                        Repaint();
                    }
                }
            }
            if (EditorGUI.EndChangeCheck())
            {
                SceneView.RepaintAll();
            }
            EditorGUILayout.EndScrollView();
            if (Event.current.type == EventType.KeyDown)
            {
                if (Event.current.keyCode == KeyCode.DownArrow)
                {
                    if (selected.Count > 0)
                    {
                        selected = new List <int>(new int[] { selected[0] });
                    }
                    else
                    {
                        selected[0]++;
                    }
                }
                else if (Event.current.keyCode == KeyCode.UpArrow)
                {
                    if (selected.Count > 0)
                    {
                        selected = new List <int>(new int[] { selected[selected.Count - 1] });
                    }
                    else
                    {
                        selected[0]++;
                    }
                }
                if (selected.Count == 0)
                {
                    return;
                }
                if (selected[0] < 0)
                {
                    selected[0] = sceneSplines.Count - 1;
                }
                if (selected[0] >= sceneSplines.Count)
                {
                    selected[0] = 0;
                }
                if (sceneSplines.Count > 0)
                {
                    Selection.activeGameObject = sceneSplines[selected[0]].gameObject;
                }
            }
        }