Files
Fishing2/Assets/Obi/Editor/RopeAndRod/ObiRopeCursorEditor.cs
2026-01-22 22:08:21 +08:00

100 lines
3.5 KiB
C#

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