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-rw-r--r--AlienSurvival/Assets/Tools/EditorGUIHelper/Editor/EditorHandlesHelper.cs167
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diff --git a/AlienSurvival/Assets/Tools/EditorGUIHelper/Editor/EditorHandlesHelper.cs b/AlienSurvival/Assets/Tools/EditorGUIHelper/Editor/EditorHandlesHelper.cs
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+++ b/AlienSurvival/Assets/Tools/EditorGUIHelper/Editor/EditorHandlesHelper.cs
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+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEditor;
+
+// https://docs.unity3d.com/ScriptReference/Handles.html
+
+// Scene视图中的自定义handles
+public static class EditorHandlesHelper
+{
+ static int s_ValueScaleHandleHash;
+
+ // limit value 数据
+ static float s_StartScale;
+ static float s_ValueDrag;
+ static float s_ScaleDrawLength;
+
+ // style
+ static GUIStyle s_StyleBlackLabel;
+ static GUIStyle s_StyleWhiteLabel;
+ static Dictionary<int/*color*/, GUIStyle> s_StyleLabels;
+
+ static EditorHandlesHelper()
+ {
+ s_ValueScaleHandleHash = "ValueScaleHandleHash".GetHashCode();
+
+ SetupStyles();
+ }
+
+ static void SetupStyles()
+ {
+ s_StyleBlackLabel = new GUIStyle();
+ s_StyleBlackLabel.normal.textColor = Color.black;
+ s_StyleWhiteLabel = new GUIStyle();
+ s_StyleWhiteLabel.normal.textColor = Color.white;
+ s_StyleLabels = new Dictionary<int, GUIStyle>();
+ }
+
+ #region 单一handle
+
+ // 箭头
+ public static void Arrow(Vector3 position, Vector3 direction, float length = 1f, float arrowSize = 0.1f, bool dotted = false)
+ {
+ direction = direction.normalized;
+ if(!dotted)
+ Handles.DrawLine(position, position + direction * length);
+ else
+ Handles.DrawDottedLine(position, position + direction * length,1f);
+ Handles.ConeHandleCap(0, position + direction * length, Quaternion.LookRotation(direction, Vector3.up), arrowSize, EventType.Repaint);
+ }
+
+ // 控制数值的箭头
+ public static float ScaleValue(float value, Vector3 position, Vector3 direction, float length, Handles.CapFunction capFunc, Quaternion capRot, float size, float snap = 0)
+ {
+ Handles.DrawLine(position, position + direction * length);
+ value = ScaleValue(value, position + direction, capRot, size, capFunc, snap);
+ return value;
+ }
+
+ // 控制数值的handle
+ public static float ScaleValue(float value, Vector3 position, Quaternion rotation, float size, Handles.CapFunction capFunc, float snap)
+ {
+ int controlID = GUIUtility.GetControlID(s_ValueScaleHandleHash, FocusType.Keyboard);
+ int id = controlID;
+ Event current = Event.current;
+ switch (current.GetTypeForControl(id))
+ {
+ case EventType.MouseDown:
+ if ((HandleUtility.nearestControl == id && current.button == 0) || (GUIUtility.keyboardControl == id && current.button == 2))
+ {
+ GUIUtility.keyboardControl = id;
+ GUIUtility.hotControl = id;
+ s_StartScale = value;
+ s_ValueDrag = 0f;
+ current.Use();
+ EditorGUIUtility.SetWantsMouseJumping(1);
+ }
+ break;
+ case EventType.MouseUp:
+ if (GUIUtility.hotControl == id && (current.button == 0 || current.button == 2))
+ {
+ GUIUtility.hotControl = 0;
+ s_ScaleDrawLength = 1f;
+ current.Use();
+ EditorGUIUtility.SetWantsMouseJumping(0);
+ }
+ break;
+ case EventType.MouseDrag:
+ if (GUIUtility.hotControl == id)
+ {
+ s_ValueDrag += HandleUtility.niceMouseDelta * 0.01f;
+ value = (Handles.SnapValue(s_ValueDrag, snap) + 1f) * s_StartScale;
+ s_ScaleDrawLength = value / s_StartScale;
+ GUI.changed = true;
+ current.Use();
+ }
+ break;
+ case EventType.KeyDown:
+ if (GUIUtility.hotControl == id && current.keyCode == KeyCode.Escape)
+ {
+ value = s_StartScale;
+ s_ScaleDrawLength = 1f;
+ GUIUtility.hotControl = 0;
+ GUI.changed = true;
+ current.Use();
+ }
+ break;
+ case EventType.Repaint:
+ {
+ Color color = Color.white;
+ if (id == GUIUtility.keyboardControl)
+ {
+ color = Handles.color;
+ Handles.color = Handles.selectedColor;
+ }
+ capFunc(id, position, rotation, size * 0.15f, EventType.Repaint);
+ if (id == GUIUtility.keyboardControl)
+ {
+ Handles.color = color;
+ }
+ break;
+ }
+ case EventType.Layout:
+ HandleUtility.AddControl(id, HandleUtility.DistanceToCircle(position, size * 0.15f));
+ break;
+ }
+ return value;
+ }
+
+ // 带背景的label
+ public static void Label(Vector3 position, string label, Color textColor)
+ {
+ GUIStyle textStyle = TryGetLabelStyleOrCreate(textColor);
+ Handles.Label(position, label, textStyle);
+ }
+
+ public static void WireCube(Vector3 position, Vector3 size, Color col)
+ {
+ Color c = Handles.color;
+ Handles.color = col;
+ Handles.DrawWireCube(position, size);
+ Handles.color = c;
+ }
+
+ #endregion
+
+ #region 复合handle
+
+ #endregion
+
+ #region 内部方法
+
+ static GUIStyle TryGetLabelStyleOrCreate(Color color)
+ {
+ GUIStyle style;
+ if (!s_StyleLabels.TryGetValue(color.GetHashCode(), out style))
+ {
+ style = new GUIStyle();
+ style.normal.textColor = color;
+ s_StyleLabels.Add(color.GetHashCode(), style);
+ }
+ return style;
+ }
+
+ #endregion
+
+}