mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 03:35:10 +00:00
103 lines
2.3 KiB
C#
103 lines
2.3 KiB
C#
|
using UnityEngine;
|
|||
|
using UnityEditor;
|
|||
|
|
|||
|
namespace BezierSolution.Extras
|
|||
|
{
|
|||
|
[CustomEditor( typeof( BezierSpline ) )]
|
|||
|
[CanEditMultipleObjects]
|
|||
|
public class BezierSplineEditor : Editor
|
|||
|
{
|
|||
|
internal BezierSpline[] allSplines;
|
|||
|
|
|||
|
public static BezierSplineEditor ActiveEditor { get; private set; }
|
|||
|
|
|||
|
private void OnEnable()
|
|||
|
{
|
|||
|
Object[] splines = targets;
|
|||
|
allSplines = new BezierSpline[splines.Length];
|
|||
|
for( int i = 0; i < splines.Length; i++ )
|
|||
|
{
|
|||
|
BezierSpline spline = (BezierSpline) splines[i];
|
|||
|
if( spline )
|
|||
|
spline.Refresh();
|
|||
|
|
|||
|
allSplines[i] = spline;
|
|||
|
}
|
|||
|
|
|||
|
ActiveEditor = this;
|
|||
|
|
|||
|
if( BezierUtils.QuickEditSplineMode )
|
|||
|
{
|
|||
|
Tools.hidden = true;
|
|||
|
|
|||
|
EditorApplication.update -= SceneView.RepaintAll;
|
|||
|
EditorApplication.update += SceneView.RepaintAll;
|
|||
|
}
|
|||
|
|
|||
|
Undo.undoRedoPerformed -= OnUndoRedo;
|
|||
|
Undo.undoRedoPerformed += OnUndoRedo;
|
|||
|
}
|
|||
|
|
|||
|
private void OnDisable()
|
|||
|
{
|
|||
|
ActiveEditor = null;
|
|||
|
Tools.hidden = false;
|
|||
|
|
|||
|
Undo.undoRedoPerformed -= OnUndoRedo;
|
|||
|
EditorApplication.update -= SceneView.RepaintAll;
|
|||
|
}
|
|||
|
|
|||
|
private void OnSceneGUI()
|
|||
|
{
|
|||
|
BezierSpline spline = (BezierSpline) target;
|
|||
|
BezierUtils.DrawSplineDetailed( spline );
|
|||
|
|
|||
|
for( int i = 0; i < spline.Count; i++ )
|
|||
|
BezierUtils.DrawBezierPoint( spline[i], i + 1, false );
|
|||
|
|
|||
|
if( BezierSettings.ShowEvenlySpacedPoints )
|
|||
|
BezierUtils.DrawSplineEvenlySpacedPoints( spline );
|
|||
|
|
|||
|
if( BezierUtils.QuickEditSplineMode )
|
|||
|
{
|
|||
|
// Execute quick edit mode's scene GUI only once (otherwise things can get ugly when multiple splines are selected)
|
|||
|
if( spline == allSplines[0] )
|
|||
|
{
|
|||
|
BezierUtils.QuickEditModeSceneGUI( allSplines );
|
|||
|
HandleUtility.AddDefaultControl( 0 );
|
|||
|
}
|
|||
|
|
|||
|
return;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
public override void OnInspectorGUI()
|
|||
|
{
|
|||
|
BezierUtils.DrawSplineInspectorGUI( allSplines );
|
|||
|
}
|
|||
|
|
|||
|
private void OnUndoRedo()
|
|||
|
{
|
|||
|
for( int i = 0; i < allSplines.Length; i++ )
|
|||
|
{
|
|||
|
if( allSplines[i] )
|
|||
|
{
|
|||
|
allSplines[i].dirtyFlags |= InternalDirtyFlags.All;
|
|||
|
allSplines[i].Refresh();
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
Repaint();
|
|||
|
}
|
|||
|
|
|||
|
private bool HasFrameBounds()
|
|||
|
{
|
|||
|
return !serializedObject.isEditingMultipleObjects;
|
|||
|
}
|
|||
|
|
|||
|
private Bounds OnGetFrameBounds()
|
|||
|
{
|
|||
|
return new Bounds( ( (BezierSpline) target ).transform.position, new Vector3( 1f, 1f, 1f ) );
|
|||
|
}
|
|||
|
}
|
|||
|
}
|