Exemplo n.º 1
0
        static Vector3 DoPlanarHandle(
            int id,
            int planePrimaryAxis,
            Vector3 position,
            Vector3 offset,
            Quaternion rotation,
            float handleSize,
            float cameraLerp,
            Vector3 viewVectorDrawSpace,
            PositionHandleParam.Orientation orientation)
        {
            var positionOffset = offset;

            var axis1index      = planePrimaryAxis;
            var axis2index      = (axis1index + 1) % 3;
            var axisNormalIndex = (axis1index + 2) % 3;

            Color prevColor = Handles.color;

            bool isDisabled = !GUI.enabled;

            color = isDisabled ? staticColor : GetColorByAxis(axisNormalIndex);
            color = Color.Lerp(color, Color.clear, cameraLerp);

            var updateOpacityFillColor = false;

            if (GUIUtility.hotControl == id)
            {
                color = selectedColor;
            }
            else if (HandleUtility.nearestControl == id && !Event.current.alt)
            {
                color = preselectionColor;
            }
            else
            {
                updateOpacityFillColor = true;
            }

            color = ToActiveColorSpace(color);


            // NOTE: The planar transform handles always face toward the camera so they won't
            // obscure each other (unlike the X, Y, and Z axis handles which always face in the
            // positive axis directions). Whenever the octant that the camera is in (relative to
            // to the transform tool) changes, we need to move the planar transform handle
            // positions to the correct octant.

            // Comments below assume axis1 is X and axis2 is Z to make it easier to visualize things.

            // Shift the planar transform handle in the positive direction by half its
            // handleSize so that it doesn't overlap in the center of the transform gizmo,
            // and also move the handle origin into the octant that the camera is in.
            // Don't update the actant while dragging to avoid too much distraction.
            if (!currentlyDragging)
            {
                switch (orientation)
                {
                case PositionHandleParam.Orientation.Camera:
                    // Offset the X position of the handle in negative direction if camera is in the -X octants; otherwise positive.
                    // Test against -0.01 instead of 0 to give a little bias to the positive quadrants. This looks better in axis views.
                    s_PlanarHandlesOctant[axis1index] = (viewVectorDrawSpace[axis1index] > 0.01f ? -1 : 1);
                    // Likewise with the other axis.
                    s_PlanarHandlesOctant[axis2index] = (viewVectorDrawSpace[axis2index] > 0.01f ? -1 : 1);
                    break;

                case PositionHandleParam.Orientation.Signed:
                    s_PlanarHandlesOctant[axis1index] = 1;
                    s_PlanarHandlesOctant[axis2index] = 1;
                    break;
                }
            }
            Vector3 handleOffset = s_PlanarHandlesOctant;

            // Zero out the offset along the normal axis.
            handleOffset[axisNormalIndex] = 0;
            positionOffset = rotation * Vector3.Scale(positionOffset, handleOffset);
            // Rotate and scale the offset
            handleOffset = rotation * (handleOffset * handleSize * 0.5f);

            // Calculate 3 axes
            Vector3 axis1      = Vector3.zero;
            Vector3 axis2      = Vector3.zero;
            Vector3 axisNormal = Vector3.zero;

            axis1[axis1index]           = 1;
            axis2[axis2index]           = 1;
            axisNormal[axisNormalIndex] = 1;
            axis1      = rotation * axis1;
            axis2      = rotation * axis2;
            axisNormal = rotation * axisNormal;

            // Draw the "filler" color for the handle
            verts[0] = position + positionOffset + handleOffset + (axis1 + axis2) * handleSize * 0.5f;
            verts[1] = position + positionOffset + handleOffset + (-axis1 + axis2) * handleSize * 0.5f;
            verts[2] = position + positionOffset + handleOffset + (-axis1 - axis2) * handleSize * 0.5f;
            verts[3] = position + positionOffset + handleOffset + (axis1 - axis2) * handleSize * 0.5f;
            Color faceColor = updateOpacityFillColor ? new Color(color.r, color.g, color.b, 0.1f) : color;

            faceColor = ToActiveColorSpace(faceColor);
            Handles.DrawSolidRectangleWithOutline(verts, faceColor, Color.clear);

            // And then render the handle itself (this is the colored outline)
            position = Slider2D(id,
                                position,
                                handleOffset + positionOffset,
                                axisNormal,
                                axis1, axis2,
                                handleSize * 0.5f,
                                RectangleHandleCap,
                                GridSnapping.active ? Vector2.zero : new Vector2(EditorSnapSettings.move[axis1index], EditorSnapSettings.move[axis2index]),
                                false);

            Handles.color = prevColor;

            return(position);
        }
Exemplo n.º 2
0
        /// <summary>
        /// Calls the methods in its invocation list when show the Inspector
        /// </summary>
        public override void OnInspectorGUI()
        {
            var camera = Camera.main;

            if (camera == null)
            {
                Debug.LogError("Light Anchor: At least one camera must be tagged as MainCamera");
                return;
            }

            if (IsCacheInvalid(manipulator))
            {
                manipulator.SynchronizeOnTransform(camera);
                UpdateCache();
            }

            // anchor is cached for it cannot be changed from the inspector,
            // we have a dedicated editor tool to move the anchor
            var anchor = manipulator.anchorPosition;

            bool yawChanged      = false;
            bool pitchChanged    = false;
            bool rollChanged     = false;
            bool distanceChanged = false;
            bool frameChanged    = false;
            bool upChanged       = false;

            using (var change = new EditorGUI.ChangeCheckScope())
            {
                EditorGUILayout.Space();

                float widgetHeight = EditorGUIUtility.singleLineHeight * 5f;
                float oldValue;

                using (new EditorGUILayout.HorizontalScope())
                {
                    Color usedColor;
                    {
                        var localRect = EditorGUILayout.GetControlRect(false, widgetHeight);
                        oldValue    = m_Yaw;
                        usedColor   = Color.green;
                        usedColor.a = 0.2f;
                        m_Yaw       = AngleField(localRect, "Yaw", m_Yaw, 90, usedColor, true);
                    }
                    yawChanged = oldValue != m_Yaw;
                    {
                        var localRect = EditorGUILayout.GetControlRect(false, widgetHeight);
                        oldValue    = m_Pitch;
                        usedColor   = Color.blue;
                        usedColor.a = 0.2f;
                        m_Pitch     = AngleField(localRect, "Pitch", m_Pitch, 180, usedColor, true);
                    }
                    pitchChanged = oldValue != m_Pitch;
                    {
                        var localRect = EditorGUILayout.GetControlRect(false, widgetHeight);
                        oldValue    = m_Roll;
                        usedColor   = Color.grey;
                        usedColor.a = 0.2f;
                        bool enabledKnob = true;
                        m_Roll = AngleField(localRect, "Roll", m_Roll, -90, usedColor, enabledKnob);
                    }
                    rollChanged = oldValue != m_Roll;
                }
                EditorGUILayout.Space();
                Rect    angleRect = EditorGUILayout.GetControlRect(true, EditorGUI.GetPropertyHeight(SerializedPropertyType.Vector3, EditorGUIUtility.TrTextContent("")));
                float[] angles    = new float[3] {
                    m_Yaw, m_Pitch, m_Roll
                };
                EditorGUI.BeginChangeCheck();
                EditorGUI.MultiFloatField(angleRect, LightAnchorStyles.angleSubContent, angles);
                const float eps = 1e-4f;
                if (EditorGUI.EndChangeCheck())
                {
                    if (Mathf.Abs(angles[0] - m_Yaw) > eps)
                    {
                        m_Yaw      = angles[0];
                        yawChanged = true;
                    }
                    if (Mathf.Abs(angles[1] - m_Pitch) > eps)
                    {
                        m_Pitch      = angles[1];
                        pitchChanged = true;
                    }
                    if (Mathf.Abs(angles[2] - m_Roll) > eps)
                    {
                        m_Roll      = angles[2];
                        rollChanged = true;
                    }
                }
                EditorGUILayout.Space();

                oldValue        = manipulator.distance;
                m_Distance      = EditorGUILayout.FloatField(LightAnchorStyles.distanceProperty, manipulator.distance);
                distanceChanged = oldValue != m_Distance;

                var dropRect = EditorGUILayout.GetControlRect(false, EditorGUIUtility.singleLineHeight);
                LightAnchor.UpDirection newSpace = (LightAnchor.UpDirection)EditorGUI.EnumPopup(dropRect, LightAnchorStyles.upDirectionProperty, manipulator.frameSpace);
                upChanged = manipulator.frameSpace != newSpace;
                manipulator.frameSpace = newSpace;

                if (upChanged)
                {
                    manipulator.SynchronizeOnTransform(camera);
                    UpdateCache();
                }
                frameChanged = yawChanged || pitchChanged || rollChanged || distanceChanged;

                if (m_FoldoutPreset = EditorGUILayout.Foldout(m_FoldoutPreset, "Common"))
                {
                    Color cachedColor = GUI.backgroundColor;
                    GUI.backgroundColor = LightAnchorStyles.BackgroundIconColor();
                    var inspectorWidth     = EditorGUIUtility.currentViewWidth - LightAnchorStyles.inspectorWidthPadding;
                    var presetButtonWidth  = GUILayout.Width(inspectorWidth / LightAnchorStyles.presetButtonCount);
                    var presetButtonHeight = GUILayout.Height(inspectorWidth / LightAnchorStyles.presetButtonCount);
                    using (new EditorGUILayout.HorizontalScope())
                    {
                        bool rectFound = false;
                        Rect rect      = new Rect();
                        if (GUILayout.Button(LightAnchorStyles.presetTextureRimLeft, presetButtonWidth, presetButtonHeight))
                        {
                            m_Yaw        = 135;
                            m_Pitch      = 0;
                            yawChanged   = true;
                            pitchChanged = true;
                            frameChanged = true;
                        }
                        if (Mathf.Abs(m_Yaw - 135.0f) < eps && Mathf.Abs(m_Pitch - 0.0f) < eps)
                        {
                            rect      = GUILayoutUtility.GetLastRect();
                            rectFound = true;
                        }
                        if (GUILayout.Button(LightAnchorStyles.presetTextureKickLeft, presetButtonWidth, presetButtonHeight))
                        {
                            m_Yaw        = 100;
                            m_Pitch      = 10;
                            yawChanged   = true;
                            pitchChanged = true;
                            frameChanged = true;
                        }
                        if (Mathf.Abs(m_Yaw - 100.0f) < eps && Mathf.Abs(m_Pitch - 10.0f) < eps)
                        {
                            rect      = GUILayoutUtility.GetLastRect();
                            rectFound = true;
                        }
                        if (GUILayout.Button(LightAnchorStyles.presetTextureBounceLeft, presetButtonWidth, presetButtonHeight))
                        {
                            m_Yaw        = 30;
                            m_Pitch      = -30;
                            yawChanged   = true;
                            pitchChanged = true;
                            frameChanged = true;
                        }
                        if (Mathf.Abs(m_Yaw - 30.0f) < eps && Mathf.Abs(m_Pitch + 30.0f) < eps)
                        {
                            rect      = GUILayoutUtility.GetLastRect();
                            rectFound = true;
                        }
                        if (GUILayout.Button(LightAnchorStyles.presetTextureFillLeft, presetButtonWidth, presetButtonHeight))
                        {
                            m_Yaw        = 35;
                            m_Pitch      = 35;
                            yawChanged   = true;
                            pitchChanged = true;
                            frameChanged = true;
                        }
                        if (Mathf.Abs(m_Yaw - 35.0f) < eps && Mathf.Abs(m_Pitch - 35.0f) < eps)
                        {
                            rect      = GUILayoutUtility.GetLastRect();
                            rectFound = true;
                        }
                        if (GUILayout.Button(LightAnchorStyles.presetTextureHair, presetButtonWidth, presetButtonHeight))
                        {
                            m_Yaw        = 0;
                            m_Pitch      = 110;
                            yawChanged   = true;
                            pitchChanged = true;
                            frameChanged = true;
                        }
                        if (Mathf.Abs(m_Yaw - 0.0f) < eps && Mathf.Abs(m_Pitch - 110.0f) < eps)
                        {
                            rect      = GUILayoutUtility.GetLastRect();
                            rectFound = true;
                        }
                        if (GUILayout.Button(LightAnchorStyles.presetTextureFillRight, presetButtonWidth, presetButtonHeight))
                        {
                            m_Yaw        = -35;
                            m_Pitch      = 35;
                            yawChanged   = true;
                            pitchChanged = true;
                            frameChanged = true;
                        }
                        if (Mathf.Abs(m_Yaw + 35.0f) < eps && Mathf.Abs(m_Pitch - 35.0f) < eps)
                        {
                            rect      = GUILayoutUtility.GetLastRect();
                            rectFound = true;
                        }
                        if (GUILayout.Button(LightAnchorStyles.presetTextureBounceRight, presetButtonWidth, presetButtonHeight))
                        {
                            m_Yaw        = -30;
                            m_Pitch      = -30;
                            yawChanged   = true;
                            pitchChanged = true;
                            frameChanged = true;
                        }
                        if (Mathf.Abs(m_Yaw + 30.0f) < eps && Mathf.Abs(m_Pitch + 30.0f) < eps)
                        {
                            rect      = GUILayoutUtility.GetLastRect();
                            rectFound = true;
                        }
                        if (GUILayout.Button(LightAnchorStyles.presetTextureKickRight, presetButtonWidth, presetButtonHeight))
                        {
                            m_Yaw        = -100;
                            m_Pitch      = 10;
                            yawChanged   = true;
                            pitchChanged = true;
                            frameChanged = true;
                        }
                        if (Mathf.Abs(m_Yaw + 100.0f) < eps && Mathf.Abs(m_Pitch - 10.0f) < eps)
                        {
                            rect      = GUILayoutUtility.GetLastRect();
                            rectFound = true;
                        }
                        if (GUILayout.Button(LightAnchorStyles.presetTextureRimRight, presetButtonWidth, presetButtonHeight))
                        {
                            m_Yaw        = -135;
                            m_Pitch      = 0;
                            yawChanged   = true;
                            pitchChanged = true;
                            frameChanged = true;
                        }
                        if (Mathf.Abs(m_Yaw + 135.0f) < eps && Mathf.Abs(m_Pitch - 0.0f) < eps)
                        {
                            rect      = GUILayoutUtility.GetLastRect();
                            rectFound = true;
                        }
                        if (rectFound)
                        {
                            Handles.DrawSolidRectangleWithOutline(rect, LightAnchorStyles.totalTransparentColor, LightAnchorStyles.hoverColor);
                        }
                        GUILayout.FlexibleSpace();
                    }
                    GUI.backgroundColor = cachedColor;
                }

                if (frameChanged)
                {
                    LightAnchor manipulator = target as LightAnchor;

                    if (upChanged)
                    {
                        manipulator.SynchronizeOnTransform(camera);
                    }

                    Undo.RecordObjects(new UnityEngine.Object[] { manipulator.transform }, "Reset Light Anchor Transform");
                    if (yawChanged)
                    {
                        manipulator.yaw = m_Yaw;
                    }
                    if (pitchChanged)
                    {
                        manipulator.pitch = m_Pitch;
                    }
                    if (rollChanged)
                    {
                        manipulator.roll = m_Roll;
                    }
                    if (distanceChanged)
                    {
                        manipulator.distance = m_Distance;
                    }

                    manipulator.UpdateTransform(camera, anchor);
                    IsCacheInvalid(manipulator);
                }
            }
        }
Exemplo n.º 3
0
        /// <summary>
        /// Calls the methods in its invocation list when show the Inspector
        /// </summary>
        public override void OnInspectorGUI()
        {
            var camera = Camera.main;

            if (camera == null)
            {
                EditorGUILayout.HelpBox("Light Anchor: At least one camera must be tagged as MainCamera", MessageType.Error);
                return;
            }

            if (IsCacheInvalid(manipulator))
            {
                manipulator.SynchronizeOnTransform(camera);
                UpdateCache();
            }

            // anchor is cached for it cannot be changed from the inspector,
            // we have a dedicated editor tool to move the anchor
            var anchor = manipulator.anchorPosition;

            bool yawChanged              = false;
            bool pitchChanged            = false;
            bool rollChanged             = false;
            bool distanceChanged         = false;
            bool positionOverrideChanged = false;
            bool upChanged = false;

            using (var change = new EditorGUI.ChangeCheckScope())
            {
                EditorGUILayout.Space();

                float widgetHeight = EditorGUIUtility.singleLineHeight * 5f;

                using (new EditorGUILayout.HorizontalScope())
                {
                    Color usedColor;
                    EditorGUI.BeginChangeCheck();
                    {
                        var localRect = EditorGUILayout.GetControlRect(false, widgetHeight);
                        usedColor   = Color.green;
                        usedColor.a = 0.2f;
                        m_Yaw       = AngleField(localRect, "Yaw", m_Yaw, 90, usedColor, true);
                    }
                    yawChanged = EditorGUI.EndChangeCheck();
                    EditorGUI.BeginChangeCheck();
                    {
                        var localRect = EditorGUILayout.GetControlRect(false, widgetHeight);
                        usedColor   = Color.blue;
                        usedColor.a = 0.2f;
                        m_Pitch     = AngleField(localRect, "Pitch", m_Pitch, 180, usedColor, true);
                    }
                    pitchChanged = EditorGUI.EndChangeCheck();
                    EditorGUI.BeginChangeCheck();
                    {
                        var localRect = EditorGUILayout.GetControlRect(false, widgetHeight);
                        usedColor   = Color.grey;
                        usedColor.a = 0.2f;
                        bool enabledKnob = true;
                        m_Roll = AngleField(localRect, "Roll", m_Roll, -90, usedColor, enabledKnob);
                    }
                    rollChanged = EditorGUI.EndChangeCheck();
                }
                EditorGUILayout.Space();
                Rect    angleRect = EditorGUILayout.GetControlRect(true, EditorGUI.GetPropertyHeight(SerializedPropertyType.Vector3, EditorGUIUtility.TrTextContent("")));
                float[] angles    = new float[3] {
                    m_Yaw, m_Pitch, m_Roll
                };
                EditorGUI.BeginChangeCheck();
                EditorGUI.MultiFloatField(angleRect, LightAnchorStyles.angleSubContent, angles);
                const float eps = 1e-4f;
                if (EditorGUI.EndChangeCheck())
                {
                    if (Mathf.Abs(angles[0] - m_Yaw) > eps)
                    {
                        m_Yaw      = angles[0];
                        yawChanged = true;
                    }
                    if (Mathf.Abs(angles[1] - m_Pitch) > eps)
                    {
                        m_Pitch      = angles[1];
                        pitchChanged = true;
                    }
                    if (Mathf.Abs(angles[2] - m_Roll) > eps)
                    {
                        m_Roll      = angles[2];
                        rollChanged = true;
                    }
                }
                EditorGUILayout.Space();

                EditorGUI.BeginChangeCheck();
                EditorGUILayout.PropertyField(m_DistanceProperty, LightAnchorStyles.distanceProperty);
                if (distanceChanged = EditorGUI.EndChangeCheck())
                {
                    m_DistanceProperty.floatValue = Mathf.Min(m_DistanceProperty.floatValue, LightAnchor.k_MaxDistance);
                }

                EditorGUI.BeginChangeCheck();
                EditorGUILayout.PropertyField(m_FrameSpaceProperty, LightAnchorStyles.upDirectionProperty);
                upChanged = EditorGUI.EndChangeCheck();

                EditorGUI.BeginChangeCheck();
                EditorGUILayout.PropertyField(m_AnchorPositionOverrideProperty, LightAnchorStyles.anchorPositionOverrideProperty);
                positionOverrideChanged = EditorGUI.EndChangeCheck();

                if (m_AnchorPositionOverrideProperty.objectReferenceValue != null)
                {
                    EditorGUI.indentLevel++;
                    EditorGUI.BeginChangeCheck();
                    EditorGUILayout.PropertyField(m_AnchorPositionOffsetProperty, LightAnchorStyles.anchorPositionOffsetProperty);
                    positionOverrideChanged |= EditorGUI.EndChangeCheck();
                    EditorGUI.indentLevel--;
                }

                if (m_FoldoutPreset = EditorGUILayout.Foldout(m_FoldoutPreset, "Common"))
                {
                    Color cachedColor = GUI.backgroundColor;
                    GUI.backgroundColor = LightAnchorStyles.BackgroundIconColor();
                    var inspectorWidth     = EditorGUIUtility.currentViewWidth - LightAnchorStyles.inspectorWidthPadding;
                    var presetButtonWidth  = GUILayout.Width(inspectorWidth / LightAnchorStyles.presetButtonCount);
                    var presetButtonHeight = GUILayout.Height(inspectorWidth / LightAnchorStyles.presetButtonCount);
                    using (new EditorGUILayout.HorizontalScope())
                    {
                        bool rectFound = false;
                        Rect rect      = new Rect();
                        if (GUILayout.Button(LightAnchorStyles.presetTextureRimLeft, presetButtonWidth, presetButtonHeight))
                        {
                            m_Yaw        = 135;
                            m_Pitch      = 0;
                            yawChanged   = true;
                            pitchChanged = true;
                        }
                        if (Mathf.Abs(m_Yaw - 135.0f) < eps && Mathf.Abs(m_Pitch - 0.0f) < eps)
                        {
                            rect      = GUILayoutUtility.GetLastRect();
                            rectFound = true;
                        }
                        if (GUILayout.Button(LightAnchorStyles.presetTextureKickLeft, presetButtonWidth, presetButtonHeight))
                        {
                            m_Yaw        = 100;
                            m_Pitch      = 10;
                            yawChanged   = true;
                            pitchChanged = true;
                        }
                        if (Mathf.Abs(m_Yaw - 100.0f) < eps && Mathf.Abs(m_Pitch - 10.0f) < eps)
                        {
                            rect      = GUILayoutUtility.GetLastRect();
                            rectFound = true;
                        }
                        if (GUILayout.Button(LightAnchorStyles.presetTextureBounceLeft, presetButtonWidth, presetButtonHeight))
                        {
                            m_Yaw        = 30;
                            m_Pitch      = -30;
                            yawChanged   = true;
                            pitchChanged = true;
                        }
                        if (Mathf.Abs(m_Yaw - 30.0f) < eps && Mathf.Abs(m_Pitch + 30.0f) < eps)
                        {
                            rect      = GUILayoutUtility.GetLastRect();
                            rectFound = true;
                        }
                        if (GUILayout.Button(LightAnchorStyles.presetTextureFillLeft, presetButtonWidth, presetButtonHeight))
                        {
                            m_Yaw        = 35;
                            m_Pitch      = 35;
                            yawChanged   = true;
                            pitchChanged = true;
                        }
                        if (Mathf.Abs(m_Yaw - 35.0f) < eps && Mathf.Abs(m_Pitch - 35.0f) < eps)
                        {
                            rect      = GUILayoutUtility.GetLastRect();
                            rectFound = true;
                        }
                        if (GUILayout.Button(LightAnchorStyles.presetTextureHair, presetButtonWidth, presetButtonHeight))
                        {
                            m_Yaw        = 0;
                            m_Pitch      = 110;
                            yawChanged   = true;
                            pitchChanged = true;
                        }
                        if (Mathf.Abs(m_Yaw - 0.0f) < eps && Mathf.Abs(m_Pitch - 110.0f) < eps)
                        {
                            rect      = GUILayoutUtility.GetLastRect();
                            rectFound = true;
                        }
                        if (GUILayout.Button(LightAnchorStyles.presetTextureFillRight, presetButtonWidth, presetButtonHeight))
                        {
                            m_Yaw        = -35;
                            m_Pitch      = 35;
                            yawChanged   = true;
                            pitchChanged = true;
                        }
                        if (Mathf.Abs(m_Yaw + 35.0f) < eps && Mathf.Abs(m_Pitch - 35.0f) < eps)
                        {
                            rect      = GUILayoutUtility.GetLastRect();
                            rectFound = true;
                        }
                        if (GUILayout.Button(LightAnchorStyles.presetTextureBounceRight, presetButtonWidth, presetButtonHeight))
                        {
                            m_Yaw        = -30;
                            m_Pitch      = -30;
                            yawChanged   = true;
                            pitchChanged = true;
                        }
                        if (Mathf.Abs(m_Yaw + 30.0f) < eps && Mathf.Abs(m_Pitch + 30.0f) < eps)
                        {
                            rect      = GUILayoutUtility.GetLastRect();
                            rectFound = true;
                        }
                        if (GUILayout.Button(LightAnchorStyles.presetTextureKickRight, presetButtonWidth, presetButtonHeight))
                        {
                            m_Yaw        = -100;
                            m_Pitch      = 10;
                            yawChanged   = true;
                            pitchChanged = true;
                        }
                        if (Mathf.Abs(m_Yaw + 100.0f) < eps && Mathf.Abs(m_Pitch - 10.0f) < eps)
                        {
                            rect      = GUILayoutUtility.GetLastRect();
                            rectFound = true;
                        }
                        if (GUILayout.Button(LightAnchorStyles.presetTextureRimRight, presetButtonWidth, presetButtonHeight))
                        {
                            m_Yaw        = -135;
                            m_Pitch      = 0;
                            yawChanged   = true;
                            pitchChanged = true;
                        }
                        if (Mathf.Abs(m_Yaw + 135.0f) < eps && Mathf.Abs(m_Pitch - 0.0f) < eps)
                        {
                            rect      = GUILayoutUtility.GetLastRect();
                            rectFound = true;
                        }
                        if (rectFound)
                        {
                            Handles.DrawSolidRectangleWithOutline(rect, LightAnchorStyles.totalTransparentColor, LightAnchorStyles.hoverColor);
                        }
                        GUILayout.FlexibleSpace();
                    }
                    GUI.backgroundColor = cachedColor;
                }

                if (upChanged)
                {
                    Undo.RecordObjects(new UnityEngine.Object[] { target, manipulator.transform }, "Light Anchor Change");

                    manipulator.frameSpace = (LightAnchor.UpDirection)m_FrameSpaceProperty.intValue;
                    manipulator.SynchronizeOnTransform(camera);
                    UpdateCache();
                }
                if (yawChanged || pitchChanged || rollChanged || distanceChanged || positionOverrideChanged)
                {
                    Undo.RecordObjects(new UnityEngine.Object[] { target, manipulator.transform }, "Light Anchor Change");

                    if (yawChanged)
                    {
                        manipulator.yaw = m_Yaw;
                    }
                    if (pitchChanged)
                    {
                        manipulator.pitch = m_Pitch;
                    }
                    if (rollChanged)
                    {
                        manipulator.roll = m_Roll;
                    }
                    if (distanceChanged)
                    {
                        manipulator.distance = m_DistanceProperty.floatValue;
                    }
                    if (positionOverrideChanged)
                    {
                        var newTransform = m_AnchorPositionOverrideProperty.objectReferenceValue as Transform;

                        if (newTransform != null)
                        {
                            // Check that the assigned transform is not child of the light anchor, otherwise it would cause problems when moving the light position
                            if (newTransform.IsChildOf(manipulator.transform))
                            {
                                Debug.LogError($"Can't assign '{newTransform.name}' because it's a child of the Light Anchor component");
                            }
                            else
                            {
                                manipulator.anchorPositionOverride = newTransform;
                                manipulator.anchorPositionOffset   = m_AnchorPositionOffsetProperty.vector3Value;
                                float newDistance = Vector3.Distance(manipulator.transform.position, manipulator.anchorPosition);
                                // Orient the object to face the new override position
                                manipulator.SynchronizeOnTransform(camera);
                                // And adjust it's distance to avoid modifying it's position.
                                manipulator.distance = newDistance;
                            }
                        }
                        else
                        {
                            manipulator.anchorPositionOverride = newTransform;
                        }
                    }

                    if (manipulator.anchorPositionOverride != null)
                    {
                        anchor = manipulator.anchorPosition;
                    }

                    manipulator.UpdateTransform(camera, anchor);
                    IsCacheInvalid(manipulator);
                }
            }
        }