100 lines
3.5 KiB
C#
100 lines
3.5 KiB
C#
using UnityEditor;
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using UnityEngine;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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namespace Obi
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{
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[CustomEditor(typeof(ObiRopeCursor)), CanEditMultipleObjects]
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public class ObiRopeCursorEditor : Editor
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{
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SerializedProperty cursorMu;
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SerializedProperty sourceMu;
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SerializedProperty direction;
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public void OnEnable()
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{
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cursorMu = serializedObject.FindProperty("m_CursorMu");
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sourceMu = serializedObject.FindProperty("m_SourceMu");
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direction = serializedObject.FindProperty("direction");
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}
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public override void OnInspectorGUI()
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{
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serializedObject.UpdateIfRequiredOrScript();
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EditorGUI.BeginChangeCheck();
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EditorGUILayout.PropertyField(cursorMu);
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if (EditorGUI.EndChangeCheck())
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{
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foreach (var t in targets)
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(t as ObiRopeCursor).UpdateCursor();
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}
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EditorGUI.BeginChangeCheck();
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EditorGUILayout.PropertyField(sourceMu);
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if (EditorGUI.EndChangeCheck())
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{
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foreach (var t in targets)
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(t as ObiRopeCursor).UpdateSource();
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}
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EditorGUILayout.PropertyField(direction);
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// Apply changes to the serializedProperty
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if (GUI.changed)
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serializedObject.ApplyModifiedProperties();
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}
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private static void DrawArrow()
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{
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Gizmos.DrawLine(Vector3.left, Vector3.up);
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Gizmos.DrawLine(Vector3.right, Vector3.up);
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Gizmos.DrawLine(Vector3.left, Vector3.down);
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Gizmos.DrawLine(Vector3.right, Vector3.down);
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Gizmos.DrawLine(Vector3.left, Vector3.forward);
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Gizmos.DrawLine(Vector3.right, Vector3.forward);
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Gizmos.DrawLine(Vector3.up, Vector3.forward);
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Gizmos.DrawLine(Vector3.down, Vector3.forward);
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}
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[DrawGizmo(GizmoType.Selected)]
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private static void DrawGizmos(ObiRopeCursor cursor, GizmoType gizmoType)
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{
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var rope = cursor.GetComponent<ObiRope>();
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if (rope.isLoaded)
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{
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Handles.matrix = rope.solver.transform.localToWorldMatrix;
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Handles.color = new Color(1, 0.5f, 0.2f, 1);
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// draw source particle:
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int sourceIndex = cursor.sourceParticleIndex;
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if (sourceIndex >= 0 && rope.IsParticleActive(rope.solver.particleToActor[sourceIndex].indexInActor))
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{
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Vector3 pos = rope.solver.positions[sourceIndex];
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float size = HandleUtility.GetHandleSize(pos) * 0.15f;
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Handles.SphereHandleCap(0, pos, Quaternion.identity, size, EventType.Repaint);
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}
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// draw cursor:
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var element = cursor.cursorElement;
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if (element != null && element.particle1 != element.particle2)
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{
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Vector3 pos = rope.solver.positions[cursor.direction ? element.particle1 : element.particle2];
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Vector3 pos2 = rope.solver.positions[cursor.direction ? element.particle2 : element.particle1];
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Vector3 direction = pos2 - pos;
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float size = HandleUtility.GetHandleSize(pos) * 0.25f;
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Handles.ConeHandleCap(0, pos + Vector3.Normalize(direction)*size*0.5f, Quaternion.LookRotation(direction), size, EventType.Repaint);
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}
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}
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}
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}
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}
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