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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Pathfinding.Drawing {
/// <summary>
/// Inherit from this class to draw gizmos.
/// See: getstarted (view in online documentation for working links)
/// </summary>
public abstract class MonoBehaviourGizmos : MonoBehaviour, IDrawGizmos {
public MonoBehaviourGizmos() {
#if UNITY_EDITOR
DrawingManager.Register(this);
#endif
}
/// <summary>
/// An empty OnDrawGizmosSelected method.
/// Why an empty OnDrawGizmosSelected method?
/// This is because only objects with an OnDrawGizmos/OnDrawGizmosSelected method will show up in Unity's menu for enabling/disabling
/// the gizmos per object type (upper right corner of the scene view). So we need it here even though we don't use normal gizmos.
///
/// By using OnDrawGizmosSelected instead of OnDrawGizmos we minimize the overhead of Unity calling this empty method.
/// </summary>
void OnDrawGizmosSelected () {
}
/// <summary>
/// Draw gizmos for this object.
///
/// The gizmos will be visible in the scene view, and the game view, if gizmos have been enabled.
///
/// This method will only be called in the Unity Editor.
///
/// See: \ref{Draw}
/// </summary>
public virtual void DrawGizmos () {
}
}
}
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