HeavenStudioPlus/Assets/Plugins/BezierSolution/Editor/BezierWalkerEditor.cs

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2.8 KiB
C#
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using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
namespace BezierSolution.Extras
{
public abstract class BezierWalkerEditor : Editor
{
protected Object[] walkers;
private bool simulateInEditor;
private double lastUpdateTime;
protected bool hasInitialData;
protected List<Vector3> initialPositions = new List<Vector3>( 0 );
protected List<Quaternion> initialRotations = new List<Quaternion>( 0 );
protected List<float> initialNormalizedTs = new List<float>( 0 );
private void OnEnable()
{
walkers = targets;
if( simulateInEditor )
StartSimulateInEditor();
}
private void OnDisable()
{
StopSimulateInEditor();
}
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
BezierUtils.DrawSeparator();
EditorGUI.BeginChangeCheck();
simulateInEditor = GUILayout.Toggle( simulateInEditor, "Simulate In Editor", GUI.skin.button );
if( EditorGUI.EndChangeCheck() )
{
if( simulateInEditor )
StartSimulateInEditor();
else
StopSimulateInEditor();
}
}
private void StartSimulateInEditor()
{
SaveInitialData();
lastUpdateTime = EditorApplication.timeSinceStartup;
EditorApplication.update -= SimulateInEditor;
EditorApplication.update += SimulateInEditor;
}
private void StopSimulateInEditor()
{
EditorApplication.update -= SimulateInEditor;
if( hasInitialData )
{
hasInitialData = false;
RestoreInitialData();
}
simulateInEditor = false;
}
protected virtual void SaveInitialData()
{
initialPositions.Clear();
initialRotations.Clear();
initialNormalizedTs.Clear();
for( int i = 0; i < walkers.Length; i++ )
{
initialPositions.Add( ( (Component) walkers[i] ).transform.position );
initialRotations.Add( ( (Component) walkers[i] ).transform.rotation );
initialNormalizedTs.Add( ( (BezierWalker) walkers[i] ).NormalizedT );
}
hasInitialData = true;
}
protected virtual void RestoreInitialData()
{
for( int i = 0; i < walkers.Length; i++ )
{
if( walkers[i] )
{
( (Component) walkers[i] ).transform.position = initialPositions[i];
( (Component) walkers[i] ).transform.rotation = initialRotations[i];
( (BezierWalker) walkers[i] ).NormalizedT = initialNormalizedTs[i];
}
}
}
private void SimulateInEditor()
{
if( EditorApplication.isPlayingOrWillChangePlaymode && !EditorApplication.isPlaying )
{
// Stop the simulation if we are about to enter Play mode
StopSimulateInEditor();
}
else
{
double time = EditorApplication.timeSinceStartup;
Simulate( (float) ( time - lastUpdateTime ) );
lastUpdateTime = time;
}
}
protected virtual void Simulate( float deltaTime )
{
for( int i = 0; i < walkers.Length; i++ )
( (BezierWalker) walkers[i] ).Execute( deltaTime );
}
}
}