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https://gitgud.io/AbstractConcept/rimworld-animation-studio.git
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109 lines
3.8 KiB
C#
109 lines
3.8 KiB
C#
using UnityEngine;
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namespace UnityEditor.Timeline
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{
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static class Graphics
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{
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public static void ShadowLabel(Rect rect, string text, GUIStyle style, Color textColor, Color shadowColor)
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{
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ShadowLabel(rect, GUIContent.Temp(text), style, textColor, shadowColor);
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}
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public static void ShadowLabel(Rect rect, GUIContent content, GUIStyle style, Color textColor, Color shadowColor)
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{
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var shadowRect = rect;
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shadowRect.xMin += 2.0f;
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shadowRect.yMin += 2.0f;
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style.normal.textColor = Color.black;
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GUI.Label(shadowRect, content, style);
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style.normal.textColor = textColor;
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GUI.Label(rect, content, style);
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}
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public static void DrawLine(Vector3 p1, Vector3 p2, Color color)
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{
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var c = Handles.color;
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Handles.color = color;
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Handles.DrawLine(p1, p2);
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Handles.color = c;
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}
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public static void DrawPolygonAA(Color color, Vector3[] vertices)
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{
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var prevColor = Handles.color;
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Handles.color = color;
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Handles.DrawAAConvexPolygon(vertices);
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Handles.color = prevColor;
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}
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public static void DrawDottedLine(Vector3 p1, Vector3 p2, float segmentsLength, Color col)
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{
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HandleUtility.ApplyWireMaterial();
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GL.Begin(GL.LINES);
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GL.Color(col);
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var length = Vector3.Distance(p1, p2); // ignore z component
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var count = Mathf.CeilToInt(length / segmentsLength);
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for (var i = 0; i < count; i += 2)
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{
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GL.Vertex((Vector3.Lerp(p1, p2, i * segmentsLength / length)));
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GL.Vertex((Vector3.Lerp(p1, p2, (i + 1) * segmentsLength / length)));
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}
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GL.End();
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}
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public static void DrawLineAtTime(WindowState state, double time, Color color, bool dotted = false)
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{
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var t = state.TimeToPixel(time);
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var p0 = new Vector3(t, state.timeAreaRect.yMax);
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var p1 = new Vector3(t, state.timeAreaRect.yMax + state.windowHeight - WindowConstants.sliderWidth);
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if (dotted)
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DrawDottedLine(p0, p1, 4.0f, color);
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else
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DrawLine(p0, p1, color);
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}
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public static void DrawTextureRepeated(Rect area, Texture texture)
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{
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if (texture == null || Event.current.type != EventType.Repaint)
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return;
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GUI.BeginClip(area);
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int w = Mathf.CeilToInt(area.width / texture.width);
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int h = Mathf.CeilToInt(area.height / texture.height);
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for (int x = 0; x < w; x++)
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{
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for (int y = 0; y < h; y++)
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{
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GUI.DrawTexture(new Rect(x * texture.width, y * texture.height, texture.width, texture.height), texture);
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}
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}
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GUI.EndClip();
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}
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public static void DrawShadow(Rect clientRect)
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{
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var rect = clientRect;
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rect.height = WindowConstants.shadowUnderTimelineHeight;
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GUI.Box(rect, GUIContent.none, DirectorStyles.Instance.bottomShadow);
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}
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public static void DrawBackgroundRect(WindowState state, Rect rect, bool subSequenceMode = false)
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{
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Color c = subSequenceMode ? DirectorStyles.Instance.customSkin.colorSubSequenceBackground : DirectorStyles.Instance.customSkin.colorSequenceBackground;
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EditorGUI.DrawRect(rect, c);
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if (state.IsEditingAPrefabAsset())
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{
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c = SceneView.kSceneViewPrefabBackground.Color;
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c.a = 0.5f;
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EditorGUI.DrawRect(rect, c);
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}
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}
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}
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}
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