private static void DrawNavigationArrow(Vector2 direction, IMCSelectable fromObj, IMCSelectable toObj) { if (fromObj == null || toObj == null) { return; } Transform fromTransform = fromObj.transform; Transform toTransform = toObj.transform; Vector2 sideDir = new Vector2(direction.y, -direction.x); Vector3 fromPoint = fromTransform.TransformPoint(GetPointOnRectEdge(fromTransform as RectTransform, direction)); Vector3 toPoint = toTransform.TransformPoint(GetPointOnRectEdge(toTransform as RectTransform, -direction)); float fromSize = HandleUtility.GetHandleSize(fromPoint) * 0.05f; float toSize = HandleUtility.GetHandleSize(toPoint) * 0.05f; fromPoint += fromTransform.TransformDirection(sideDir) * fromSize; toPoint += toTransform.TransformDirection(sideDir) * toSize; float length = Vector3.Distance(fromPoint, toPoint); Vector3 fromTangent = fromTransform.rotation * direction * length * 0.3f; Vector3 toTangent = toTransform.rotation * -direction * length * 0.3f; Handles.DrawBezier(fromPoint, toPoint, fromPoint + fromTangent, toPoint + toTangent, Handles.color, null, kArrowThickness); Handles.DrawAAPolyLine(kArrowThickness, toPoint, toPoint + toTransform.rotation * (-direction - sideDir) * toSize * kArrowHeadSize); Handles.DrawAAPolyLine(kArrowThickness, toPoint, toPoint + toTransform.rotation * (-direction + sideDir) * toSize * kArrowHeadSize); }
private static string GetSaveControllerPath(IMCSelectable target) { var defaultName = target.gameObject.name; var message = string.Format("Create a new animator for the game object '{0}':", defaultName); return(EditorUtility.SaveFilePanelInProject("New Animation Contoller", defaultName, "controller", message)); }
private static void DrawNavigationForSelectable(IMCSelectable sel) { if (sel == null) { return; } Transform transform = sel.transform; bool active = Selection.transforms.Any(e => e == transform); Handles.color = new Color(1.0f, 0.9f, 0.1f, active ? 1.0f : 0.4f); DrawNavigationArrow(-Vector2.right, sel, sel.FindSelectableOnLeft()); DrawNavigationArrow(Vector2.right, sel, sel.FindSelectableOnRight()); DrawNavigationArrow(Vector2.up, sel, sel.FindSelectableOnUp()); DrawNavigationArrow(-Vector2.up, sel, sel.FindSelectableOnDown()); }
private static string BuildAnimationPath(IMCSelectable target) { // if no target don't hook up any curves. var highlight = target.targetGraphic; if (highlight == null) { return(string.Empty); } var startGo = highlight.gameObject; var toFindGo = target.gameObject; var pathComponents = new Stack <string>(); while (toFindGo != startGo) { pathComponents.Push(startGo.name); // didn't exist in hierarchy! if (startGo.transform.parent == null) { return(string.Empty); } startGo = startGo.transform.parent.gameObject; } // calculate path var animPath = new StringBuilder(); if (pathComponents.Count > 0) { animPath.Append(pathComponents.Pop()); } while (pathComponents.Count > 0) { animPath.Append("/").Append(pathComponents.Pop()); } return(animPath.ToString()); }
private static UnityEditor.Animations.AnimatorController GenerateSelectableAnimatorContoller(AnimationTriggers animationTriggers, IMCSelectable target) { if (target == null) { return(null); } // Where should we create the controller? var path = GetSaveControllerPath(target); if (string.IsNullOrEmpty(path)) { return(null); } // figure out clip names var normalName = string.IsNullOrEmpty(animationTriggers.normalTrigger) ? "Normal" : animationTriggers.normalTrigger; var highlightedName = string.IsNullOrEmpty(animationTriggers.highlightedTrigger) ? "Highlighted" : animationTriggers.highlightedTrigger; var pressedName = string.IsNullOrEmpty(animationTriggers.pressedTrigger) ? "Pressed" : animationTriggers.pressedTrigger; var disabledName = string.IsNullOrEmpty(animationTriggers.disabledTrigger) ? "Disabled" : animationTriggers.disabledTrigger; // Create controller and hook up transitions. var controller = UnityEditor.Animations.AnimatorController.CreateAnimatorControllerAtPath(path); GenerateTriggerableTransition(normalName, controller); GenerateTriggerableTransition(highlightedName, controller); GenerateTriggerableTransition(pressedName, controller); GenerateTriggerableTransition(disabledName, controller); AssetDatabase.ImportAsset(path); return(controller); }