mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-26 19:43:01 +00:00
120 lines
No EOL
2.8 KiB
C#
120 lines
No EOL
2.8 KiB
C#
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 );
|
|
}
|
|
}
|
|
} |