示例#1
0
    // Shows and handles point handle
    private Vector3 ShowPoint(int index)
    {
        // Get point from curve at given index, and convert it to transforms space
        Vector3 point = handleTransform.TransformPoint(spline.GetPoint(index));

        // Show position handles
        if (selectedIndex == index || ShowPositionHandles)
        {
            // Assing handle position back to point on curve
            EditorGUI.BeginChangeCheck();
            point = Handles.DoPositionHandle(point, handleRotation);
            if (EditorGUI.EndChangeCheck())
            {
                // Before making change, record state
                // and set state to changed/dirty
                Undo.RecordObject(spline, "Move Point");
                EditorUtility.SetDirty(spline);
                // Transform from world space back to lines' local space
                spline.SetPoint(index, handleTransform.InverseTransformPoint(point));
            }
        }

        // Show custom handles
        else
        {
            // Handle settings
            Handles.color = modeColors[(int)spline.GetPointMode(index)];
            float size       = HandleUtility.GetHandleSize(point);
            float handleSize = (index % 3 == 0) ? handleSizePoint : handleSizeAnchor;

            // Select handle
            if (Handles.Button(point, handleRotation, size * handleSize, size * pickSize, Handles.DotCap))
            {
                selectedIndex = index;
                Repaint();
            }
        }
        return(point);
    }
示例#2
0
        public void Draw()
        {
            Handles.DrawBezier(
                inPoint.rect.center,
                outPoint.rect.center,
                inPoint.rect.center + Vector2.left * 50f,
                outPoint.rect.center - Vector2.left * 50f,
                Color.white,
                null,
                2f
                );

            Vector3 centerPos = (inPoint.rect.center + outPoint.rect.center) * 0.5f;

            if (Handles.Button(centerPos, Quaternion.identity, 5, 8, Handles.RectangleHandleCap))
            {
                if (OnClickRemoveConnection != null)
                {
                    OnClickRemoveConnection(this);
                }
            }
        }
示例#3
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        public void Draw()
        {
            Debug.Log(inPoint.data);
            Debug.Log(outPoint.data);
            Handles.DrawBezier(
                inPoint.rect.center,
                outPoint.rect.center,
                inPoint.rect.center + Vector2.left * 50f,
                outPoint.rect.center - Vector2.left * 50f,
                Color.white,
                null,
                2f
                );

            if (Handles.Button((inPoint.rect.center + outPoint.rect.center) * 0.5f, Quaternion.identity, 4, 8, Handles.RectangleCap))
            {
                if (OnClickRemoveConnection != null)
                {
                    OnClickRemoveConnection(this);
                }
            }
        }
示例#4
0
        public void Draw(SDFEditor editor)
        {
            Rect outRect = outPoint.GetRect();
            Rect inRect  = inPoint.GetRect();

            Handles.DrawBezier(
                outRect.center,
                inRect.center,
                outRect.center + Vector2.left * 50f,
                inRect.center - Vector2.left * 50f,
                Color.white,
                null,
                2f
                );

            if (Handles.Button((inRect.center + outRect.center) * 0.5f,
                               Quaternion.identity, 4, 8, Handles.RectangleHandleCap))
            {
                OnClickRemoveConnection?.Invoke(this);
                editor.OnClickRemoveConnection(this);
            }
        }
示例#5
0
        /// <summary>Draws a button used for inserting a node at the start of the rail</summary>
        /// <param name="rail">The rail to insert a node at the start of</param>
        /// <param name="snapActive">Indicates whether positioning should snap to a grid</param>
        /// <param name="handleSize">Handle size</param>
        public static void DrawRailNodeInsertAtStartButton(Rail rail, bool snapActive, float handleSize, float snapSize)
        {
            var buttonSize = 0.25f * handleSize;

            var buttonOffsetVector = handleSize * 1.5f;

            if (snapActive)
            {
                buttonOffsetVector = Mathf.Round(buttonOffsetVector / snapSize) * snapSize;
                if (buttonOffsetVector < snapSize)
                {
                    buttonOffsetVector = snapSize;
                }
            }

            var buttonPosition = rail.Nodes[0].Position - new Vector2(buttonOffsetVector, buttonOffsetVector);

            if (Handles.Button(buttonPosition, Quaternion.identity, buttonSize, buttonSize, Handles.RectangleHandleCap))
            {
                InsertRailNode(rail, 0, buttonPosition);
            }
        }
    private Vector3 ShowPoint(int index)
    {
        Vector3 point = handleTransform.TransformPoint(spline.GetControlPoint(index));

        Handles.color = modeColors[(int)spline.GetControlPointMode(index)];
        float size = HandleUtility.GetHandleSize(point);

        if (Handles.Button(point, handleRotation, size * handleSize, size * pickSize, Handles.DotCap))
        {
            selectedIndex = index;
            Repaint();
        }
        if (selectedIndex == index)
        {
            EditorGUI.BeginChangeCheck();
            point = Handles.DoPositionHandle(point, handleRotation);
            Undo.RecordObject(spline, "Move Point");
            EditorUtility.SetDirty(spline);
            spline.SetControlPoint(index, handleTransform.InverseTransformPoint(point));
        }
        return(point);
    }
示例#7
0
        void DrawNode(Node node, int nodeIndex)
        {
            if (Handles.Button(node.position, Quaternion.identity, .3f, .4f, Handles.SphereCap))
            {
                if (isLinking && selectedNode != null)
                {
                    AudioPropagateNodeGroup pGroup = (AudioPropagateNodeGroup)target;
                    pGroup.ConnectNodes(selectedNode, node);
                    isLinking = false;
                }
                selectedNode = node;
            }

            //Handles.Label(node.position, node.id.ToString());

            for (int i = 0; i < node.connections.Count; ++i)
            {
                var otherNode = node.connections[i];

                Handles.DrawLine(node.position, otherNode.position);
            }
        }
    void DrawSelectionHandles(int i)
    {
        if (Event.current.button != 1 && selectedIndex != i)
        {
            if (waypointTranslateMode == CPC_EManipulationModes.SelectAndTransform && Tools.current == Tool.Move ||
                waypointRotationMode == CPC_EManipulationModes.SelectAndTransform && Tools.current == Tool.Rotate)
            {
                float size = HandleUtility.GetHandleSize(t.points[i].position) * 0.2f;
#if UNITY_5_5_OR_NEWER
                if (Handles.Button(t.points[i].position, Quaternion.identity, size, size, Handles.CubeHandleCap))
                {
                    SelectIndex(i);
                }
#else
                if (Handles.Button(t.points[i].position, Quaternion.identity, size, size, Handles.CubeCap))
                {
                    SelectIndex(i);
                }
#endif
            }
        }
    }
示例#9
0
    void OnSceneGUI()
    {
        Grid comp = (Grid)target;

        if (comp.IsInitialized)
        {
            Vector3 cellSize = comp.GetCellSize();
            int     xDim, yDim;
            comp.GetDimensions(out xDim, out yDim);
            float size = Mathf.Min(cellSize.x, Mathf.Min(cellSize.y, cellSize.z)) * 0.5f;
            for (int y = 0; y < yDim; y++)
            {
                for (int x = 0; x < xDim; x++)
                {
                    if (comp.IsCellShown(x, y))
                    {
                        continue;
                    }
                    Vector3 pos = comp.GetWorldCellPosition(x, y);
                    if (comp.IsSelected(x, y))
                    {
                        Handles.color = new Color(1.0f, 0.5f, 0.0f);
                        Vector3 newPos    = Handles.Slider(pos, comp.transform.up);
                        float   heightAdj = Vector3.Dot(comp.transform.up, newPos - pos);
                        comp.SetCellHeight(x, y, comp.GetCellHeight(x, y) + heightAdj);
                        Handles.color = new Color(0.0f, 1.0f, 1.0f, 0.1f);
                    }
                    else
                    {
                        Handles.color = new Color(1.0f, 1.0f, 1.0f, 0.1f);
                    }
                    if (Handles.Button(pos, comp.transform.rotation, size, size, Handles.CubeCap))
                    {
                        comp.SetSelected(x, y);
                    }
                }
            }
        }
    }
    //Draw line to squad trigger's position
    public static void ShowAlignedSquadTriggerAxis(SquadManager squadManager)
    {
        Handles.color = Color.white;

        //Spawn button marker at location of squad
        if (Handles.Button(squadManager.transform.position, Quaternion.identity, 0.10f, 0.10f, Handles.DotCap))
        {
            //Make squad active GameObject in Hierarchy
            Selection.activeGameObject = squadManager.gameObject;
        }

        Vector3[] squadTriggerPositions = new Vector3[squadManager.SquadTriggers.Count + 1];

        squadTriggerPositions[0] = squadManager.transform.position;

        for (int i = 0; i < squadManager.SquadTriggers.Count; i++)
        {
            squadTriggerPositions[i + 1] = squadManager.SquadTriggers[i].transform.position;
        }

        Handles.DrawPolyLine(squadTriggerPositions);
    }
        public void Draw()
        {
#if UNITY_EDITOR_WIN
            Handles.DrawBezier(
                inPoint.rect.center,
                outPoint.rect.center,
                inPoint.rect.center + Vector2.left * 50f,
                outPoint.rect.center - Vector2.left * 50f,
                Color.white,
                null,
                2f
                );

            if (Handles.Button((inPoint.rect.center + outPoint.rect.center) * 0.5f, Quaternion.identity, 4, 8, Handles.RectangleCap))
            {
                if (OnClickRemoveConnection != null)
                {
                    OnClickRemoveConnection(this);
                }
            }
#endif
        }
    private void OnSceneGUI()
    {
        dnp = target as DebugNearestPoint;

        handleTransform = dnp.transform;
        handleRotation  = Tools.pivotRotation == PivotRotation.Local ?
                          handleTransform.rotation : Quaternion.identity;


        SplineLine spline   = dnp.spline;
        Vector3    position = dnp.transform.position;

        Vector3 nearestPoint = spline.GetNearestPointOnSpline(position);

        //Vector3 nearestPoint = spline.GetNextControlPoint(0);
        Debug.Log(nearestPoint.ToString());
        float size = HandleUtility.GetHandleSize(position);

        //spline.transform.TransformPoint(nearestPoint)
        Handles.DrawLine(nearestPoint, position);
        Handles.Button(nearestPoint, Quaternion.identity, size * handleSize, size * pickSize, Handles.DotHandleCap);
    }
示例#13
0
    private void OnSceneGUI()
    {
        Snap snap = (Snap)target;

        if (snap.extendedEditor == false)
        {
            return;
        }



        //Handles.ArrowHandleCap(0, Zposition, Quaternion.Euler(Vector3.right), 1, EventType.ContextClick);

        //Rotation around X axis. Button along Z axis.
        Vector3 Zposition = snap.transform.localPosition + Vector3.up * 1f;
        float   size      = .5f;
        float   pickSize  = size * 2f;

        if (Handles.Button(Zposition, Quaternion.identity, size, pickSize, Handles.CircleHandleCap))
        {
            snap.transform.Rotate(Vector3.back, 90, Space.World);
        }

        //Rotation around Y axis. Button along X axis.
        Vector3 Xposition = snap.transform.localPosition + Vector3.right * 1f;

        if (Handles.Button(Xposition, Quaternion.Euler(Vector3.right * 90), size, pickSize, Handles.CircleHandleCap))
        {
            snap.transform.Rotate(Vector3.down, 90, Space.World);
        }

        //Rotation around X axis. Button along Z axis.
        Vector3 Yposition = snap.transform.localPosition + Vector3.forward * 1f;

        if (Handles.Button(Yposition, Quaternion.Euler(Vector3.up * 90), size, pickSize, Handles.CircleHandleCap))
        {
            snap.transform.Rotate(Vector3.left, 90, Space.World);
        }
    }
示例#14
0
        private void DrawPreviousHandleForWaypointIndex(int index)
        {
            if (index > 0)
            {
                EditorGUI.BeginChangeCheck();

                Vector3 posPrev = Vector3.zero;
                float   size    = HandleUtility.GetHandleSize(path.points[index].position + path.points[index].handlePrev) * 0.1f;

                if (path.handleManipulationMode == PC_ManipulationModes.Free)
                {
                    posPrev = Handles.FreeMoveHandle(path.points[index].position + path.points[index].handlePrev, Quaternion.identity, 0.1f * HandleUtility.GetHandleSize(path.points[index].position + path.points[index].handlePrev), Vector3.zero, Handles.SphereHandleCap);
                }
                else
                {
                    if (selectedIndex == index)
                    {
                        Handles.SphereHandleCap(0, path.points[index].position + path.points[index].handlePrev, Quaternion.identity, 0.1f * HandleUtility.GetHandleSize(path.points[index].position + path.points[index].handleNext), EventType.Repaint);
                        posPrev = Handles.PositionHandle(path.points[index].position + path.points[index].handlePrev, Quaternion.identity);
                    }
                    else if (Event.current.button != 1)
                    {
                        if (Handles.Button(path.points[index].position + path.points[index].handlePrev, Quaternion.identity, size, size, Handles.CubeHandleCap))
                        {
                            SelectIndex(index);
                        }
                    }
                }

                if (EditorGUI.EndChangeCheck())
                {
                    Undo.RecordObject(target, "Changed Handle Position");

                    path.points[index].handlePrev = posPrev - path.points[index].position;

                    path.points[index].handleNext = path.points[index].handlePrev * -1; // always chained behaviour
                }
            }
        }
        private void HandleSceneVertexPainting()
        {
            bool  hasChanged   = false;
            Color handlesColor = Handles.color;

            foreach (VertexColor vertexColor in m_vertexColors)
            {
                Vector3 pos = vertexColor.GetPosition(m_meshFilter.transform.localToWorldMatrix);
                Color   col = vertexColor.GetColor();
                Handles.color = new Color(col.r, col.g, col.b, Mathf.Lerp(MIN_VISUAL_ALPHA, 1, col.a));
                if (Handles.Button(pos, Quaternion.identity, m_dotSize, m_dotSize, Handles.DotHandleCap))
                {
                    vertexColor.SetColorWithMask(m_colorMask, m_paintColor);
                    hasChanged = true;
                }
            }
            if (hasChanged)
            {
                ApplyVertexColorsToMesh();
            }
            Handles.color = handlesColor;
        }
示例#16
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    public static void DrawRecognizableRect(EnemyOutsideInfo eOutsideInfo)
    {
        Handles.color = new Color(0.7f, 0f, 0f, 0.05f);
        Handles.DrawSolidArc(
            eOutsideInfo.actor.transform.position,
            Vector3.up,
            eOutsideInfo.lookDirection,
            eOutsideInfo.viewAngle * 0.5f,
            eOutsideInfo.viewRecognizeDistance);
        Handles.DrawSolidArc(
            eOutsideInfo.actor.transform.position,
            Vector3.down,
            eOutsideInfo.lookDirection,
            eOutsideInfo.viewAngle * 0.5f,
            eOutsideInfo.viewRecognizeDistance);

        var arcPoint = eOutsideInfo.actor.transform.position + eOutsideInfo.lookDirection * eOutsideInfo.viewRecognizeDistance;
        var size     = HandleUtility.GetHandleSize(arcPoint);

        Handles.color = Color.white;
        if (Handles.Button(arcPoint, Quaternion.identity, size * handleSize, pickSize, Handles.DotHandleCap))
        {
            selectedIndex = 2;
        }

        if (selectedIndex == 2)
        {
            EditorGUI.BeginChangeCheck();
            arcPoint = Handles.DoPositionHandle(arcPoint, Quaternion.identity);
            if (EditorGUI.EndChangeCheck())
            {
                Undo.RecordObject(eOutsideInfo, "Change Radius");
                EditorUtility.SetDirty(eOutsideInfo);
                eOutsideInfo.lookDirection         = (arcPoint - eOutsideInfo.actor.transform.position).normalized;
                eOutsideInfo.viewRecognizeDistance = Vector3.Distance(eOutsideInfo.transform.position, arcPoint);
            }
        }
    }
        private static void DrawIKTargets()
        {
            foreach (QuickIKManagerExecuteInEditMode ikManagerEditor in _ikManagers)
            {
                QuickIKManager ikManager = ikManagerEditor._ikManager;
                if (ikManager && ikManager.gameObject.activeInHierarchy)
                {
                    for (IKBone ikBone = 0; ikBone < IKBone.LastBone; ikBone++)
                    {
                        QuickIKSolver ikSolver = ikManager.GetIKSolver(ikBone);
                        float         size;
                        if (ikBone >= IKBone.Hips && ikBone <= IKBone.RightFoot)
                        {
                            size = 0.05f;
                        }
                        else
                        {
                            size = 0.01f;
                        }

                        Handles.color = new Color(1, 0, 0, 0.5f);
                        if (Handles.Button(ikSolver._targetLimb.position, ikSolver._targetLimb.rotation, size, size, Handles.CubeHandleCap))
                        {
                            SelectIKTarget(ikSolver._targetLimb, ikSolver, ikBone);
                        }

                        if (ikSolver._targetHint)
                        {
                            Handles.color = new Color(0, 1, 0, 0.5f);
                            if (Handles.Button(ikSolver._targetHint.position, ikSolver._targetHint.rotation, size, size, Handles.SphereHandleCap))
                            {
                                SelectIKTarget(ikSolver._targetHint, ikSolver, ikBone);
                            }
                        }
                    }
                }
            }
        }
示例#18
0
    private Vector3 ShowPoint(int index)
    {
        Vector3 point = handleTransform.TransformPoint(spline.GetControlPoint(index));
        float   size  = HandleUtility.GetHandleSize(point);

        //First point has different size
        if (index == 0)
        {
            size *= 2f;
        }
        else
        {
            //Mid point also has different size
            if (index % 3 == 0)
            {
                size *= 1.5f;
            }
        }
        Handles.color = modeColors[(int)spline.GetControlPointMode(index)];
        if (Handles.Button(point, handleRotation, size * handleSize, size * pickSize, Handles.DotHandleCap))
        {
            selectedIndex = index;
            Repaint();
        }
        if (selectedIndex == index)
        {
            EditorGUI.BeginChangeCheck();
            point = Handles.DoPositionHandle(point, handleRotation);
            if (EditorGUI.EndChangeCheck())
            {
                Undo.RecordObject(spline, "Move Point");
                EditorUtility.SetDirty(spline);
                spline.SetControlPoint(index, handleTransform.InverseTransformPoint(point));
            }
        }

        return(point);
    }
示例#19
0
    private void OnSceneGUI()
    {
        Wave[] waves = ((WaveSpawner)target).waves;
        for (int i = 0; i < waves.Length; i++)
        {
            Wave wave = waves[i];
            for (int j = 0; j < wave.enemies.Length; j++)
            {
                WaveEnemies enemy = wave.enemies[j];

                enemy.Position = Handles.PositionHandle(enemy.Position, Quaternion.identity);
                switch (enemy.color)
                {
                case BasicEnemy.EnemyColor.red:
                    Handles.color = Color.red;
                    break;

                case BasicEnemy.EnemyColor.green:
                    Handles.color = Color.green;
                    break;

                case BasicEnemy.EnemyColor.blue:
                    Handles.color = Color.blue;
                    break;
                }

                if (Handles.Button(enemy.Position, Quaternion.identity, 0.5f, 0.5f, Handles.DotHandleCap))
                {
                    enemy.color = (BasicEnemy.EnemyColor)((((int)enemy.color) + 1) % 3);
                }

                Handles.Label(enemy.Position, i.ToString());
                wave.enemies[j] = enemy;
            }
            waves[i] = wave;
        }
        ((WaveSpawner)target).waves = waves;
    }
    Vector3 ShowPoint(int idx)
    {
        // convert to world space since handles are in local space
        Vector3 point = _splineT.TransformPoint(_spline.GetControlPoint(idx));

        Handles.color = Color.white;
        float size = HandleUtility.GetHandleSize(point);

        if (idx == 0)
        {
            size *= 2f;
        }

        Handles.color = modeColors[(int)_spline.GetControlPointMode(idx)];

        // If this point is selected
        if (Handles.Button(point, _splineR, size * HANDLE_SIZE, size * PICK_SIZE, Handles.DotCap))
        {
            _selectedIndex = idx;
            Repaint();
        }

        // If point is selected and position is changed
        if (_selectedIndex == idx)
        {
            EditorGUI.BeginChangeCheck();
            point = Handles.DoPositionHandle(point, _splineR);
            if (EditorGUI.EndChangeCheck())
            {
                Undo.RecordObject(_spline, "Move Point");
                EditorUtility.SetDirty(_spline);
                // convert back to local space
                _spline.SetControlPoint(idx, _splineT.InverseTransformPoint(point));
            }
        }

        return(point);
    }
示例#21
0
        private Vector3 ShowPoint(int index)
        {
            Vector3 point = m_HandleTransform.TransformPoint(m_Spline.GetControlPoint(index));

            Handles.color = Color.yellow;

            //Show buttons when this point isn't selected
            float size = HandleUtility.GetHandleSize(point); //Makes sure they are always the same scale (independant of the camera)

            size *= 2.0f;
            if (index == 0)
            {
                size *= 2.0f;
            }

            if (Handles.Button(point, m_HandleRotation, size * c_HandleSize, size * c_PickSize, Handles.DotCap))
            {
                m_SelectedIndex = index;
                Repaint(); //Makes sure the inspector updates
            }

            //Show a fully fledged handle when we're selected
            if (m_SelectedIndex == index)
            {
                EditorGUI.BeginChangeCheck();

                point = Handles.DoPositionHandle(point, m_HandleRotation);

                if (EditorGUI.EndChangeCheck())
                {
                    Undo.RecordObject(m_Spline, "Move Point");   //Makes sure we can undo
                    EditorUtility.SetDirty(m_Spline);            //Makes sure unity asks us to save after changing
                    m_Spline.SetPoint(index, m_HandleTransform.InverseTransformPoint(point));
                }
            }

            return(point);
        }
示例#22
0
    void OnSceneGUI()
    {
        if (skin != null && skin.GetComponent <SkinnedMeshRenderer>().sharedMesh != null &&
            skin.controlPoints != null && skin.controlPoints.Length > 0 && skin.points != null)
        {
            Event e = Event.current;

            Handles.matrix = skin.transform.localToWorldMatrix;
            EditorGUI.BeginChangeCheck();
            Ray     r              = HandleUtility.GUIPointToWorldRay(e.mousePosition);
            Vector2 mousePos       = r.origin;
            float   selectDistance = HandleUtility.GetHandleSize(mousePos) * baseSelectDistance;

            #region Draw vertex handles
            Handles.color = handleColor;

            for (int i = 0; i < skin.controlPoints.Length; i++)
            {
                if (Handles.Button(skin.points.GetPoint(skin.controlPoints[i]), Quaternion.identity, selectDistance, selectDistance, Handles.CircleCap))
                {
                    selectedIndex = i;
                }
                if (selectedIndex == i)
                {
                    EditorGUI.BeginChangeCheck();
                    skin.controlPoints[i].position = Handles.DoPositionHandle(skin.points.GetPoint(skin.controlPoints[i]), Quaternion.identity);
                    if (EditorGUI.EndChangeCheck())
                    {
                        skin.points.SetPoint(skin.controlPoints[i]);
                        Undo.RecordObject(skin, "Changed Control Point");
                        Undo.RecordObject(skin.points, "Changed Control Point");
                        EditorUtility.SetDirty(this);
                    }
                }
            }
            #endregion
        }
    }
示例#23
0
    private VertexData ShowVertexEditSceneUI(VertexData vertexData, int index)
    {
        Vector3 pos = handleTransform.TransformPoint(vertexData.GetPosition());

        Handles.color = Color.white;

        float size = HandleUtility.GetHandleSize(pos);

        Handles.Label(pos + 0.6f * size * Vector3.up, "" + index);

        if (Handles.Button(pos, handleRotation, 1.2f * size * handleSize, 1.2f * size * pickSize, Handles.DotCap))
        {
            vertexData.isEditMode = true;
            selectedVertexIndex   = index;
        }

        if (vertexData.isEditMode)
        {
            EditorGUI.BeginChangeCheck();

            pos = Handles.DoPositionHandle(pos, handleRotation);

            pos = handleTransform.InverseTransformPoint(pos);

            vertexData.positionX = pos.x;
            vertexData.positionY = pos.y;
            vertexData.positionZ = pos.z;

            if (EditorGUI.EndChangeCheck())
            {
                Undo.RecordObject(meshEditor, "Move vertex");
                EditorUtility.SetDirty(meshEditor);
            }
        }


        return(vertexData);
    }
    private Vector3 ShowPoint(int index)
    {
        Vector3 point = handleTransform.TransformPoint(spline.GetControlPoint(index));
        float   size  = HandleUtility.GetHandleSize(point);

        if (index % 3 == 0)
        {
            size *= (handleSize * 1.5f);
        }
        else
        {
            size *= handleSize;
        }

        EditorGUI.BeginChangeCheck();

        Handles.color = modeColors[(int)spline.GetControlPointMode(index)];



        if (Handles.Button(point, handleRotation, size, size, Handles.SphereHandleCap))
        {
            selectedIndex = index;
        }

        if (index == selectedIndex)
        {
            point = Handles.DoPositionHandle(point, handleRotation);
            if (EditorGUI.EndChangeCheck())
            {
                Undo.RecordObject(spline, "Move Point");
                EditorUtility.SetDirty(spline);
                spline.SetControlPoint(index, handleTransform.InverseTransformPoint(point));
            }
            Repaint();
        }
        return(point);
    }
示例#25
0
    void ShowHandle(int index)
    {
        Vector3 point = handleTransform.TransformPoint(mesh.oVertices[index]);

        // Unselected vertex
        if (!mesh.selectedIndices.Contains(index))
        {
            Handles.color = Color.blue;
            if (Handles.Button(point, handleRotation, mesh.pickSize, mesh.pickSize, Handles.DotHandleCap))
            {
                selectedIndex = index;
            }

            if (selectedIndex == index)
            {
                if (assignIndex != index)
                {
                    assignIndex = mesh.targetIndex = index;
                    mesh.selectedIndices.Add(index);
                }
            }
        }
    }
示例#26
0
    void DrawPointOptionsButton(string pointType, Vector3 position, int pointIdx, Color colour)
    {
        float size = 0.5f;

        Handles.color = colour;
        if (Handles.Button(position, Quaternion.identity, size, size, Handles.CubeHandleCap))
        {
            switch (pointType)
            {
            case "Start Station":
                curveCreator.curves[selectionInfo.curveSelected].FirstStationIdx = pointIdx;
                break;

            case "Intermediate":
                curveCreator.curves[selectionInfo.curveSelected].IntermediatePointIdx = pointIdx;
                break;

            case "End Station":
                curveCreator.curves[selectionInfo.curveSelected].SecondStationIdx = pointIdx;
                break;
            }
        }
    }
    private Vector3 ShowPoint(int index)
    {
        Vector3 point = handleTransform.TransformPoint(spline.points[index]);
        float   size  = HandleUtility.GetHandleSize(point);

        Handles.color = Color.white;
        if (Handles.Button(point, handleRotation, size * handleSize, size * pickSize, Handles.DotCap))
        {
            selectedIndex = index;
        }
        if (selectedIndex == index)
        {
            EditorGUI.BeginChangeCheck();
            point = Handles.DoPositionHandle(point, handleRotation);
            if (EditorGUI.EndChangeCheck())
            {
                Undo.RecordObject(spline, "Move Point");
                EditorUtility.SetDirty(spline);
                spline.points[index] = handleTransform.InverseTransformPoint(point);
            }
        }
        return(point);
    }
    private Vector2 SetTangentGizmo(ref Vector2 tangent, SelectedCurveUI requestedUI)
    {
        Handles.color = Color.white;
        Vector2 point = handleTransform.TransformPoint(tangent);

        if (Handles.Button(point, handleRotation, handleSize, pickSize, Handles.DotHandleCap))
        {
            selectedUI = requestedUI;
        }
        if (selectedUI == requestedUI)
        {
            EditorGUI.BeginChangeCheck();
            point = Handles.DoPositionHandle(point, handleRotation);
            if (EditorGUI.EndChangeCheck())
            {
                EditorUtility.SetDirty(node);
                tangent = handleTransform.InverseTransformPoint(point);
            }
        }

        Handles.DrawLine(point, node.transform.position);
        return(point);
    }
示例#29
0
    //Draw Scene Functions

    /*
     * private void DrawInstanModifier(string name, ref InstanModifier property, ref GameObject gOProperty)
     * {
     * if(gOProperty != null)
     * {
     *  EditorGUI.BeginChangeCheck();
     *  InstanModifier propertyTemp = (InstanModifier)EditorGUILayout.ObjectField(name, property, typeof(InstanModifier));
     *  if (EditorGUI.EndChangeCheck())
     *  {
     *      Undo.RecordObject(instan, name + " change");
     *      EditorUtility.SetDirty(instan);
     *      property = propertyTemp;
     *  }
     *  if (propertyTemp != null)
     *  {
     *      propertyTemp.AddGUI(instan, gOProperty);
     *  }
     * }
     * }
     */

    private void DrawSceneHandle(string name, ref Vector3 position, ref bool isSelected)
    {
        Vector3 positionTemp = handleTransform.TransformPoint(position);
        float   size         = HandleUtility.GetHandleSize(positionTemp);

        Handles.color = Color.white;
        if (Handles.Button(positionTemp, handleRotation, size * handleSize, size * pickSize, Handles.DotHandleCap))
        {
            isSelected = true;
            Repaint();
        }
        if (isSelected)
        {
            EditorGUI.BeginChangeCheck();
            positionTemp = Handles.DoPositionHandle(positionTemp, handleRotation);
            if (EditorGUI.EndChangeCheck())
            {
                Undo.RecordObject(instan, name + " change");
                EditorUtility.SetDirty(instan);
                position = handleTransform.InverseTransformPoint(positionTemp);
            }
        }
    }
示例#30
0
 private void DrawGroupingHandles()
 {
     foreach (var intractableSpike in LevelEditor.AllItems[(int)ItemCategories.Intractable])
     {
         var spike = intractableSpike.GetComponent <Game.Items.Intractable.Spike.Spike>();
         if (spike == null)
         {
             continue;
         }
         Handles.color = new Color(0.25f, 1f, 0.67f);
         if (!spike.itemSet)
         {
             if (Handles.Button(intractableSpike.transform.position + intractableSpike.transform.up * 0.2f, Quaternion.identity, 0.15f, 0.15f, Handles.CubeCap))
             {
                 spike.itemSet = true;
                 spike.groupId = _currentGroupId;
                 spike.spikeId = _currentSpikeId;
                 spike.type    = _spike.type;
                 _currentSpikeId++;
             }
         }
     }
 }