Пример #1
0
    /// <summary>
    ///     Once per frame
    /// </summary>
    public void Update()
    {
        Vector3 a = mainCamera.WorldToScreenPoint(transform.position);
        Vector3 b = new Vector3(a.x, a.y + 40, a.z);

        Vector3 aa = mainCamera.ScreenToWorldPoint(a);
        Vector3 bb = mainCamera.ScreenToWorldPoint(b);

        transform.localScale = Vector3.one * (aa - bb).magnitude;

        // Store the previous local scale of the gizmo
        if (Input.GetMouseButtonDown(0) && detectors[3].pressing)
        {
            previousGizmoScale = gameObject.transform.localScale;
        }
        else if (Input.GetMouseButtonUp(0) && previousGizmoScale != null)
        {
            gameObject.transform.localScale = ((Vector3)previousGizmoScale);
        }

        for (int i = 0; i < 4; i++)
        {
            if (Input.GetMouseButton(0) && detectors[i].pressing)
            {
                isInteracting = true;

                mT.OnScale();

                switch (i)
                {
                // X Axis
                case 0:
                {
                    // Scale along the X axis
                    float delta = Input.GetAxis("Mouse X") * (Time.deltaTime);
                    delta *= scaleSpeed;

                    if ((scaleTarget.transform.localScale.x - delta) <= 0.01f)
                    {
                        return;
                    }
                    scaleTarget.transform.localScale += new Vector3(-delta, 0.0f, 0.0f);

                    // Scale the handle's cylinder then move the cube to its new end
                    //float lengthBefore = xCylinder.GetComponent<Renderer>().bounds.size.x;

                    //xCylinder.transform.localScale += new Vector3(0.0f, 0.0f, -delta);
                    //xCylinder.GetComponent<MeshFilter>().mesh.RecalculateBounds();
                    //float lengthAfter = xCylinder.GetComponent<Renderer>().bounds.size.x;

                    //xCube.transform.position += new Vector3(lengthAfter - lengthBefore, 0.0f, 0.0f);

                    //xCylinder.transform.position = new Vector3(
                    //lengthAfter / 2.0f,
                    //xCylinder.transform.position.y,
                    //xCylinder.transform.position.z
                    //);

                    previousGizmoScale = null;
                }
                break;

                // Y Axis
                case 1:
                {
                    // Scale along the Y axis
                    float delta = Input.GetAxis("Mouse Y") * (Time.deltaTime);
                    delta *= scaleSpeed;

                    if ((scaleTarget.transform.localScale.y + delta) <= 0.01f)
                    {
                        return;
                    }
                    scaleTarget.transform.localScale += new Vector3(0.0f, delta, 0.0f);

                    // Scale the handle's cylinder then move the cube to its new end
                    //float lengthBefore =yCylinder.GetComponent<Renderer>().bounds.size.y;

                    //yCylinder.transform.localScale += new Vector3(0.0f, 0.0f, delta);
                    //yCylinder.GetComponent<MeshFilter>().mesh.RecalculateBounds();
                    //float lengthAfter = yCylinder.GetComponent<Renderer>().bounds.size.y;

                    //yCube.transform.position += new Vector3(0.0f, lengthAfter - lengthBefore, 0.0f);

                    //yCylinder.transform.position = new Vector3(
                    //yCylinder.transform.position.x,
                    //lengthAfter / 2.0f,
                    //yCylinder.transform.position.z
                    //);

                    previousGizmoScale = null;
                }
                break;

                // Z Axis
                case 2:
                {
                    // Scale along the Z axis
                    float delta = Input.GetAxis("Mouse X") * (Time.deltaTime);
                    delta *= scaleSpeed;

                    if ((scaleTarget.transform.localScale.z + delta) <= 0.01f)
                    {
                        return;
                    }
                    scaleTarget.transform.localScale += new Vector3(0.0f, 0.0f, delta);

                    // Scale the handle's cylinder then move the cube to its new end
                    //float lengthBefore = zCylinder.GetComponent<Renderer>().bounds.size.z;

                    //zCylinder.transform.localScale += new Vector3(0.0f, 0.0f, -delta);
                    //zCylinder.GetComponent<MeshFilter>().mesh.RecalculateBounds();
                    //float lengthAfter = zCylinder.GetComponent<Renderer>().bounds.size.z;

                    //zCube.transform.position += new Vector3(0.0f, 0.0f, lengthAfter - lengthBefore);

                    //zCylinder.transform.position = new Vector3(
                    //zCylinder.transform.position.x,
                    //zCylinder.transform.position.y,
                    //lengthAfter / 2.0f
                    //);

                    previousGizmoScale = null;
                }
                break;

                // Center (uniform scale)
                case 3:
                {
                    float delta = (Input.GetAxis("Mouse X") + Input.GetAxis("Mouse Y")) * (Time.deltaTime);
                    delta *= scaleSpeed;

                    if ((gameObject.transform.localScale.x + delta) <= (initialScaleX / 25.0f))
                    {
                        return;
                    }
                    if ((gameObject.transform.localScale.y + delta) <= (initialScaleY / 25.0f))
                    {
                        return;
                    }
                    if ((gameObject.transform.localScale.z + delta) <= (initialScaleZ / 25.0f))
                    {
                        return;
                    }

                    scaleTarget.transform.localScale += new Vector3(delta, delta, delta);
                    gameObject.transform.localScale  += new Vector3(delta, delta, delta);
                }
                break;
                }

                break;
            }
            else
            {
                isInteracting = false;
            }
        }
    }