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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
// 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
}
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