示例#1
0
        private void OnSceneGUI()
        {
            SplineControlPoint controlPoint = (SplineControlPoint)target;

            SelectedIndex = controlPoint.Index;
            SceneGUIOverride();
        }
        private static void Remove()
        {
            GameObject         selected  = Selection.activeObject as GameObject;
            SplineControlPoint ctrlPoint = selected.GetComponent <SplineControlPoint>();
            Spline             spline    = selected.GetComponentInParent <Spline>();

            Selection.activeGameObject = spline.gameObject;
            Undo.RecordObject(spline, "Battlehub.Spline.Remove");
            spline.Remove((ctrlPoint.Index - 1) / 3);
            EditorUtility.SetDirty(spline);
        }
示例#3
0
        protected override SplineBase GetTarget()
        {
            SplineControlPoint controlPoint = (SplineControlPoint)target;

            if (controlPoint)
            {
                SplineBase spline = controlPoint.GetComponentInParent <SplineBase>();
                return(spline);
            }
            return(null);
        }
        private static void Insert()
        {
            GameObject         selected  = Selection.activeObject as GameObject;
            Spline             spline    = selected.GetComponentInParent <Spline>();
            SplineControlPoint ctrlPoint = selected.GetComponent <SplineControlPoint>();

            Undo.RecordObject(spline, "Battlehub.Spline.Insert");

            spline.Insert((ctrlPoint.Index + 2) / 3);

            EditorUtility.SetDirty(spline);
            Selection.activeGameObject = spline.GetComponentsInChildren <SplineControlPoint>(true).ElementAt(ctrlPoint.Index + 3).gameObject;
        }
 public virtual void Insert()
 {
     RunAction <Spline>((spline, go) =>
     {
         if (go != null)
         {
             SplineControlPoint ctrlPoint = go.GetComponent <SplineControlPoint>();
             if (ctrlPoint != null)
             {
                 spline.Insert((ctrlPoint.Index + 2) / 3);
             }
         }
     });
 }
 private void SetControlPointMode(int index, ControlPointMode mode)
 {
     if (target is SplineControlPoint)
     {
         for (int i = 0; i < targets.Length; ++i)
         {
             SplineControlPoint controlPoint = (SplineControlPoint)targets[i];
             m_splineBase.SetControlPointMode(controlPoint.Index, mode);
         }
     }
     else
     {
         m_splineBase.SetControlPointMode(index, mode);
     }
 }
 private void SetTwist(int index, Twist twist)
 {
     if (target is SplineControlPoint)
     {
         for (int i = 0; i < targets.Length; ++i)
         {
             SplineControlPoint controlPoint = (SplineControlPoint)targets[i];
             m_splineBase.SetTwist(controlPoint.Index, twist);
         }
     }
     else
     {
         m_splineBase.SetTwist(index, twist);
     }
 }
 private void SetThickness(int index, Thickness thickness)
 {
     if (target is SplineControlPoint)
     {
         for (int i = 0; i < targets.Length; ++i)
         {
             SplineControlPoint controlPoint = (SplineControlPoint)targets[i];
             m_splineBase.SetThickness(controlPoint.Index, thickness);
         }
     }
     else
     {
         m_splineBase.SetThickness(index, thickness);
     }
 }
 private void SetWrap(int index, Wrap wrap)
 {
     if (target is SplineControlPoint)
     {
         for (int i = 0; i < targets.Length; ++i)
         {
             SplineControlPoint controlPoint = (SplineControlPoint)targets[i];
             m_splineBase.SetWrap(controlPoint.Index, wrap);
         }
     }
     else
     {
         m_splineBase.SetWrap(index, wrap);
     }
 }
示例#10
0
 private void SetIsRigid(int index, bool isRigid)
 {
     if (target is SplineControlPoint)
     {
         for (int i = 0; i < targets.Length; ++i)
         {
             SplineControlPoint controlPoint = (SplineControlPoint)targets[i];
             m_deformer.SetIsRigid(controlPoint.Index, isRigid);
         }
     }
     else
     {
         m_deformer.SetIsRigid(index, isRigid);
     }
 }
 public virtual void Remove()
 {
     RunAction <Spline>((spline, go) =>
     {
         if (go != null)
         {
             SplineControlPoint ctrlPoint = go.GetComponent <SplineControlPoint>();
             if (ctrlPoint != null)
             {
                 int curveIndex = Mathf.Min((ctrlPoint.Index + 1) / 3, spline.CurveCount - 1);
                 spline.Remove(curveIndex);
             }
             RuntimeSelection.activeObject = spline.gameObject;
         }
     });
 }
示例#12
0
        public static void Insert()
        {
            GameObject   selected = Selection.activeObject as GameObject;
            MeshDeformer deformer = selected.GetComponentInParent <MeshDeformer>();

            Undo.RecordObject(deformer, "Battlehub.MeshDeformer.Prepend");
            Scaffold[] scaffolds = deformer.GetComponentsInChildren <Scaffold>();
            foreach (Scaffold scaffold in scaffolds)
            {
                Undo.RecordObject(scaffold, "Battlehub.MeshDeformer.Prepend");
            }
            SplineControlPoint ctrlPoint = selected.GetComponent <ControlPoint>();

            Undo.RegisterCreatedObjectUndo(deformer.Insert((ctrlPoint.Index + 2) / 3), "Battlehub.MeshDeformer.Insert");

            EditorUtility.SetDirty(deformer);
            Selection.activeGameObject = deformer.GetComponentsInChildren <ControlPoint>(true).ElementAt(ctrlPoint.Index + 3).gameObject;
        }
        private static void SetMode(GameObject selected, ControlPointMode mode)
        {
            Spline spline = selected.GetComponentInParent <Spline>();

            if (spline == null)
            {
                return;
            }

            SplineControlPoint selectedControlPoint = selected.GetComponent <SplineControlPoint>();

            Undo.RecordObject(spline, "Battlehub.Spline.SetMode");
            EditorUtility.SetDirty(spline);

            if (selectedControlPoint != null)
            {
                spline.SetControlPointMode(selectedControlPoint.Index, mode);
            }
            else
            {
                spline.SetControlPointMode(mode);
            }
        }
        private void OnDestroy()
        {
            if (!Application.isPlaying)
            {
                DisableRuntimeEditing();
            }

            bool enteringPlayMode = false;

#if UNITY_EDITOR
            enteringPlayMode = UnityEditor.EditorApplication.isPlayingOrWillChangePlaymode && !UnityEditor.EditorApplication.isPlaying;
#endif


            if (!m_isApplicationQuit && !enteringPlayMode)
            {
                SplineControlPoint[] controlPoints = Resources.FindObjectsOfTypeAll <SplineControlPoint>();
                for (int i = 0; i < controlPoints.Length; ++i)
                {
                    SplineControlPoint controlPoint = controlPoints[i];
                    if (controlPoint != null)
                    {
                        controlPoint.DestroyRuntimeComponents();
                    }
                }
            }

            if (Destroyed != null)
            {
                Destroyed(this, EventArgs.Empty);
            }

            RuntimeSelection.SelectionChanged -= OnRuntimeSelectionChanged;

            m_instance = null;
        }
 public override void Remove()
 {
     RunAction <SplineBase>((spline, go) =>
     {
         MeshDeformer deformer = spline as MeshDeformer;
         if (deformer != null)
         {
             GameObject selection = RuntimeSelection.activeGameObject;
             if (selection != null)
             {
                 SplineControlPoint ctrlPoint = selection.GetComponent <SplineControlPoint>();
                 if (ctrlPoint != null)
                 {
                     deformer.Remove((ctrlPoint.Index - 1) / 3);
                 }
                 RuntimeSelection.activeGameObject = deformer.gameObject;
             }
         }
         else
         {
             base.Remove();
         }
     });
 }
示例#16
0
 public override void Remove()
 {
     if (SplineRuntimeEditor.Instance != null)
     {
         MeshDeformer deformer = SplineRuntimeEditor.Instance.SelectedSpline as MeshDeformer;
         if (deformer != null)
         {
             GameObject selection = RuntimeSelection.activeGameObject;
             if (selection != null)
             {
                 SplineControlPoint ctrlPoint = selection.GetComponent <SplineControlPoint>();
                 if (ctrlPoint != null)
                 {
                     deformer.Remove((ctrlPoint.Index - 1) / 3);
                 }
                 RuntimeSelection.activeGameObject = deformer.gameObject;
             }
         }
         else
         {
             base.Remove();
         }
     }
 }
        private void OnRuntimeSelectionChanged(UnityEngine.Object[] unselected)
        {
            SplineBase minSpline   = null;
            int        minIndex    = -1;
            float      minDistance = float.PositiveInfinity;

            if (unselected != null)
            {
                GameObject[] gameObjects = unselected.OfType <GameObject>().ToArray();

                for (int i = 0; i < gameObjects.Length; ++i)
                {
                    GameObject go = gameObjects[i];
                    if (go == null)
                    {
                        continue;
                    }

                    SplineBase spline = go.GetComponentInParent <SplineBase>();
                    if (spline == null)
                    {
                        continue;
                    }

                    spline.Select();
                    float      distance = minDistance;
                    SplineBase hitSpline;
                    int        selectedIndex = HitTest(spline, minDistance, out hitSpline, out distance);
                    if (distance < minDistance && selectedIndex != -1)
                    {
                        minDistance = distance;
                        minIndex    = selectedIndex;
                        minSpline   = hitSpline;
                    }
                    spline.Unselect();
                }

                if (minSpline != null)
                {
                    SplineControlPoint ctrlPoint = minSpline.GetSplineControlPoints().Where(p => p.Index == minIndex).FirstOrDefault();
                    if (ctrlPoint != null)
                    {
                        RuntimeSelection.activeObject = ctrlPoint.gameObject;
                    }
                    minSpline.Select();

                    return;
                }
            }

            if (RuntimeSelection.gameObjects != null)
            {
                GameObject[] gameObjects = RuntimeSelection.gameObjects;
                if (gameObjects != null)
                {
                    for (int i = 0; i < gameObjects.Length; ++i)
                    {
                        SplineBase spline = gameObjects[i].GetComponentInParent <SplineBase>();
                        if (spline != null)
                        {
                            spline.Select();
                        }
                    }
                }
            }
        }
 private void OnRuntimeSelectionChanged(UnityEngine.Object[] unselectedObjects)
 {
     m_controlPoint = GetSelectedControlPoint();
     m_spline       = GetSelectedSpline();
 }
        private void ShowPoint(int index, Vector3 point)
        {
            if (!CanShowPoint(index))
            {
                return;
            }

            Handles.color = ModeColors[(int)m_splineBase.GetControlPointMode(index)];
            if (index % 3 == 0)
            {
                Handles.color = Color.green;
            }

            float size = HandleUtility.GetHandleSize(point);

            Handles.CapFunction dcf = Handles.DotHandleCap;

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

            if (Handles.Button(point, m_handleRotation, size * HandleSize, size * PickSize, dcf))
            {
                m_selectedIndex = index;

                SplineControlPoint controlPoint = m_splineBase.GetComponentsInChildren <SplineControlPoint>(true).Where(cpt => cpt.Index == index).FirstOrDefault();
                if (controlPoint != null)
                {
                    if (Event.current.control || Event.current.shift)
                    {
                        GameObject[] objects = Selection.gameObjects;
                        Selection.activeGameObject = controlPoint.gameObject;
                        if (!objects.Contains(controlPoint.gameObject))
                        {
                            ArrayUtility.Add(ref objects, controlPoint.gameObject);
                        }
                        else
                        {
                            if (!Event.current.shift)
                            {
                                ArrayUtility.Remove(ref objects, controlPoint.gameObject);
                            }
                        }

                        Selection.objects = objects;
                    }
                    else
                    {
                        Selection.activeGameObject = controlPoint.gameObject;
                    }
                }

                Repaint();
            }

            if (m_selectedIndex == index)
            {
                int curveIndex     = (m_selectedIndex - 1) / 3;
                int prevCurveIndex = curveIndex - 1;
                int nextCurveIndex = curveIndex + 1;
                if (m_splineBase.Loop)
                {
                    if (prevCurveIndex < 0)
                    {
                        prevCurveIndex = m_splineBase.CurveCount - 1;
                    }

                    if (nextCurveIndex > m_splineBase.CurveCount - 1)
                    {
                        nextCurveIndex = 0;
                    }
                }


                GUIStyle style = new GUIStyle();
                style.normal.textColor = Color.green;

                if (prevCurveIndex >= 0)
                {
                    float prevLen = m_splineBase.EvalLength(prevCurveIndex);
                    float prevCur = m_splineBase.EvalCurveLength(prevCurveIndex, GetStepsPerCurve());
                    Handles.Label(m_splineBase.GetPoint(0.5f, prevCurveIndex), string.Format("Len: {0:0.00} m, Cur: {1:0.00} m", prevLen, prevCur), style);
                }
                if (nextCurveIndex < m_splineBase.CurveCount)
                {
                    float nextLen = m_splineBase.EvalLength(nextCurveIndex);
                    float nextCur = m_splineBase.EvalCurveLength(nextCurveIndex, GetStepsPerCurve());
                    Handles.Label(m_splineBase.GetPoint(0.5f, nextCurveIndex), string.Format("Len: {0:0.00} m, Cur: {1:0.00} m", nextLen, nextCur), style);
                }

                float cur = m_splineBase.EvalCurveLength(curveIndex, GetStepsPerCurve());
                float len = m_splineBase.EvalLength(curveIndex);
                Handles.Label(m_splineBase.GetPoint(0.5f, curveIndex), string.Format("Len: {0:0.00} m, Cur: {1:0.00} m", len, cur), style);
            }
        }