コード例 #1
0
ファイル: MMPath.cs プロジェクト: Baeckser/Astral-Revolve
        /// <summary>
        /// On DrawGizmos, we draw lines to show the path the object will follow
        /// </summary>
        protected virtual void OnDrawGizmos()
        {
                        #if UNITY_EDITOR
            if (PathElements == null)
            {
                return;
            }

            if (PathElements.Count == 0)
            {
                return;
            }

            // if we haven't stored the object's original position yet, we do it
            if (_originalTransformPositionStatus == false)
            {
                _originalTransformPosition       = transform.position;
                _originalTransformPositionStatus = true;
            }
            // if we're not in runtime mode and the transform has changed, we update our position
            if (transform.hasChanged && _active == false)
            {
                _originalTransformPosition = transform.position;
            }
            // for each point in the path
            for (int i = 0; i < PathElements.Count; i++)
            {
                // we draw a green point
                MMDebug.DrawGizmoPoint(_originalTransformPosition + PathElements[i].PathElementPosition, 0.2f, Color.green);

                // we draw a line towards the next point in the path
                if ((i + 1) < PathElements.Count)
                {
                    Gizmos.color = Color.white;
                    Gizmos.DrawLine(_originalTransformPosition + PathElements[i].PathElementPosition, _originalTransformPosition + PathElements[i + 1].PathElementPosition);
                }
                // we draw a line from the first to the last point if we're looping
                if ((i == PathElements.Count - 1) && (CycleOption == CycleOptions.Loop))
                {
                    Gizmos.color = Color.white;
                    Gizmos.DrawLine(_originalTransformPosition + PathElements[0].PathElementPosition, _originalTransformPosition + PathElements[i].PathElementPosition);
                }
            }

            // if the game is playing, we add a blue point to the destination, and a red point to the last visited point
            if (Application.isPlaying)
            {
                if (_currentPoint != null)
                {
                    MMDebug.DrawGizmoPoint(_originalTransformPosition + _currentPoint.Current, 0.2f, Color.blue);
                    MMDebug.DrawGizmoPoint(_originalTransformPosition + _previousPoint, 0.2f, Color.red);
                }
            }
                        #endif
        }
コード例 #2
0
 /// <summary>
 /// On DrawGizmosSelected, we draw a yellow point at the position of our center of mass
 /// </summary>
 protected virtual void OnDrawGizmosSelected()
 {
     _gizmoCenter = this.transform.TransformPoint(CenterOfMassOffset);
     MMDebug.DrawGizmoPoint(_gizmoCenter, GizmoPointSize, Color.yellow);
 }
コード例 #3
0
        /// <summary>
        /// Draws a position gizmo
        /// </summary>
        /// <param name="mmGizmo"></param>
        private static void DrawPositionGizmo(MMGizmo mmGizmo)
        {
            switch (mmGizmo.PositionMode)
            {
            case MMGizmo.PositionModes.Point:
                MMDebug.DrawGizmoPoint(ComputeGizmoPosition(mmGizmo, mmGizmo._vector3Zero), mmGizmo.GizmoColor, mmGizmo.PositionSize);
                break;

            case MMGizmo.PositionModes.Cube:
                Gizmos.DrawCube(ComputeGizmoPosition(mmGizmo, mmGizmo._vector3Zero), Vector3.one * mmGizmo.PositionSize);
                break;

            case MMGizmo.PositionModes.Sphere:
                Gizmos.DrawSphere(ComputeGizmoPosition(mmGizmo, mmGizmo._vector3Zero), mmGizmo.PositionSize);
                break;

            case MMGizmo.PositionModes.WireCube:
                Gizmos.DrawWireCube(ComputeGizmoPosition(mmGizmo, mmGizmo._vector3Zero), Vector3.one * mmGizmo.PositionSize);
                break;

            case MMGizmo.PositionModes.WireSphere:
                Gizmos.DrawWireSphere(ComputeGizmoPosition(mmGizmo, mmGizmo._vector3Zero), mmGizmo.PositionSize);
                break;

            case MMGizmo.PositionModes.Texture:
                if (mmGizmo._positionTextureNotNull)
                {
                    Handles.BeginGUI();
                    mmGizmo._worldToGUIPosition = HandleUtility.WorldToGUIPoint(ComputeGizmoPosition(mmGizmo, mmGizmo.transform.position, false));
                    mmGizmo._textureRect        = new Rect(mmGizmo._worldToGUIPosition.x - mmGizmo.TextureSize.x / 2f, mmGizmo._worldToGUIPosition.y - mmGizmo.TextureSize.y / 2f, mmGizmo.TextureSize.x, mmGizmo.TextureSize.y);
                    GUI.Label(mmGizmo._textureRect, mmGizmo.PositionTexture);
                    Handles.EndGUI();
                }
                break;

            case MMGizmo.PositionModes.Arrows:
                Handles.color = Handles.xAxisColor;
                Handles.ArrowHandleCap(0, ComputeGizmoPosition(mmGizmo, mmGizmo.transform.position, false),
                                       Quaternion.LookRotation(mmGizmo.transform.right, mmGizmo.transform.up), mmGizmo.PositionSize, EventType.Repaint);
                Handles.color = Handles.yAxisColor;
                Handles.ArrowHandleCap(0, ComputeGizmoPosition(mmGizmo, mmGizmo.transform.position, false),
                                       Quaternion.LookRotation(mmGizmo.transform.up, mmGizmo.transform.up), mmGizmo.PositionSize, EventType.Repaint);
                Handles.color = Handles.zAxisColor;
                Handles.ArrowHandleCap(0, ComputeGizmoPosition(mmGizmo, mmGizmo.transform.position, false),
                                       Quaternion.LookRotation(mmGizmo.transform.forward, mmGizmo.transform.up), mmGizmo.PositionSize, EventType.Repaint);
                break;

            case MMGizmo.PositionModes.RightArrow:
                Handles.color = mmGizmo.GizmoColor;
                Handles.ArrowHandleCap(0, ComputeGizmoPosition(mmGizmo, mmGizmo.transform.position, false),
                                       Quaternion.LookRotation(mmGizmo.transform.right, mmGizmo.transform.up), mmGizmo.PositionSize, EventType.Repaint);
                break;

            case MMGizmo.PositionModes.UpArrow:
                Handles.color = mmGizmo.GizmoColor;
                Handles.ArrowHandleCap(0, ComputeGizmoPosition(mmGizmo, mmGizmo.transform.position, false),
                                       Quaternion.LookRotation(mmGizmo.transform.up, mmGizmo.transform.up), mmGizmo.PositionSize, EventType.Repaint);
                break;

            case MMGizmo.PositionModes.ForwardArrow:
                Handles.color = mmGizmo.GizmoColor;
                Handles.ArrowHandleCap(0, ComputeGizmoPosition(mmGizmo, mmGizmo.transform.position, false),
                                       Quaternion.LookRotation(mmGizmo.transform.forward, mmGizmo.transform.up), mmGizmo.PositionSize, EventType.Repaint);
                break;
            }
        }