ConeHandleCap() public static method

Draw a cone handle. Pass this into handle functions.

public static ConeHandleCap ( int controlID, Vector3 position, Quaternion rotation, float size, EventType eventType ) : void
controlID int The control ID for the handle.
position Vector3 The world-space position of the handle's start point.
rotation UnityEngine.Quaternion The rotation of the handle.
size float The size of the handle in world-space units.
eventType EventType Event type for the handle to act upon. By design it handles EventType.Layout and EventType.Repaint events.
return void
Exemplo n.º 1
0
            public override void Draw()
            {
                InitDraw();

                if (m_PrimaryShape != null)
                {
                    m_PrimaryShape.Draw();
                }

                for (int i = 0; i < m_Points.Length; i++)
                {
                    Handles.DrawLine(m_Points[i], m_SecondaryPoints[i], c_LineThickness);
                    // Makes the arrow heads a lot nicer for close casts
                    var cone = Mathf.Lerp(0f, c_ConeSize, m_Distance / 20f);
                    cone = Mathf.Clamp(cone, 0.1f, c_ConeSize);
                    Handles.ConeHandleCap(0, m_ConePoints[i], m_LookRotation, cone, EventType.Repaint);
                }

                if (m_IsFiniteDistance && m_SecondaryShape != null)
                {
                    m_SecondaryShape.Draw();
                }
            }