mirror of
https://gitgud.io/AbstractConcept/rimworld-animation-studio.git
synced 2024-08-15 00:43:27 +00:00
137 lines
6.4 KiB
C#
137 lines
6.4 KiB
C#
using UnityEditor;
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using UnityEngine;
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using UnityEditor.Sprites;
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using System.Collections;
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using System.Collections.Generic;
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namespace UnityEditor.U2D
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{
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public class AngleRangeGUI
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{
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public static readonly int kLeftHandleHashCode = "LeftHandle".GetHashCode();
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public static readonly int kRightHandleHashCode = "RightHandle".GetHashCode();
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public const float kRangeWidth = 10f;
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public static void AngleRangeField(Rect rect, ref float start, ref float end, float angleOffset, float radius, bool snap, bool drawLine, bool drawCircle, Color rangeColor)
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{
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var leftId = GUIUtility.GetControlID(kLeftHandleHashCode, FocusType.Passive);
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var rightId = GUIUtility.GetControlID(kRightHandleHashCode, FocusType.Passive);
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AngleRangeField(rect, leftId, rightId, ref start, ref end, angleOffset, radius, snap, drawLine, drawCircle, rangeColor);
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}
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public static void AngleRangeField(Rect rect, int leftHandleID, int rightHandleID, ref float start, ref float end, float angleOffset, float radius, bool snap, bool drawLine, bool drawCircle, Color rangeColor)
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{
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Color activeColor = Handles.color;
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if (Event.current.type == EventType.Repaint)
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{
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float range = end - start;
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Color color = Handles.color;
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Handles.color = rangeColor;
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if (range < 0f)
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Handles.color = Color.red;
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SpriteShapeHandleUtility.DrawSolidArc(rect.center, Vector3.forward, Quaternion.AngleAxis(start + angleOffset, Vector3.forward) * Vector3.right, range, radius, kRangeWidth);
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Handles.color = color;
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}
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EditorGUI.BeginChangeCheck();
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float handleSize = 15f;
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start = AngleField(rect, leftHandleID, start, angleOffset, new Vector2(-3.5f, -7.5f), start + angleOffset + 90f, handleSize, radius, snap, drawLine, drawCircle, SpriteShapeHandleUtility.RangeLeftCap);
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if (EditorGUI.EndChangeCheck())
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start = Mathf.Clamp(start, end - 360f, end);
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EditorGUI.BeginChangeCheck();
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end = AngleField(rect, rightHandleID, end, angleOffset, new Vector2(3.5f, -7.5f), end + angleOffset + 90f, handleSize, radius, snap, drawLine, false, SpriteShapeHandleUtility.RangeRightCap);
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if (EditorGUI.EndChangeCheck())
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end = Mathf.Clamp(end, end, start + 360f);
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Handles.color = activeColor;
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}
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public static void AngleRangeField(Rect rect, SerializedProperty startProperty, SerializedProperty endProperty, float angleOffset, float radius, bool snap, bool drawLine, bool drawCircle, Color rangeColor)
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{
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var start = startProperty.floatValue;
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var end = endProperty.floatValue;
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EditorGUI.BeginChangeCheck();
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AngleRangeField(rect, ref start, ref end, angleOffset, radius, snap, drawLine, drawCircle, rangeColor);
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if (EditorGUI.EndChangeCheck())
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{
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startProperty.floatValue = start;
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endProperty.floatValue = end;
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}
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}
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public static void AngleField(int id, SerializedProperty property, float angleOffset, Vector2 handleOffset, float handleAngle, float handleSize, float radius, bool snap, bool drawLine, bool drawCircle, Handles.CapFunction drawCapFunction)
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{
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EditorGUI.BeginChangeCheck();
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float value = AngleField(id, property.floatValue, angleOffset, handleOffset, handleAngle, handleSize, radius, snap, drawLine, drawCircle, drawCapFunction);
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if (EditorGUI.EndChangeCheck())
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{
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property.floatValue = value;
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}
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}
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public static void AngleField(Rect r, int id, SerializedProperty property, float angleOffset, Vector2 handleOffset, float handleAngle, float handleSize, float radius, bool snap, bool drawLine, bool drawCircle, Handles.CapFunction drawCapFunction)
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{
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EditorGUI.BeginChangeCheck();
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float value = AngleField(r, id, property.floatValue, angleOffset, handleOffset, handleAngle, handleSize, radius, snap, drawLine, drawCircle, drawCapFunction);
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if (EditorGUI.EndChangeCheck())
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{
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property.floatValue = value;
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}
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}
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public static float AngleField(int id, float angle, float angleOffset, Vector2 handleOffset, float handleAngle, float radius, float handleSize, bool snap, bool drawLine, bool drawCircle, Handles.CapFunction drawCapFunction)
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{
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Rect rect = EditorGUILayout.GetControlRect(false, radius * 2f);
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return AngleField(rect, id, angle, angleOffset, handleOffset, handleAngle, radius, handleSize, snap, drawLine, drawCircle, drawCapFunction);
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}
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public static float AngleField(Rect rect, int id, float angle, float angleOffset, Vector2 handleOffset, float handleAngle, float handleSize, float radius, bool snap, bool drawLine, bool drawCircle, Handles.CapFunction drawCapFunction)
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{
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float offsetedAngle = angle + angleOffset;
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Vector2 pos = new Vector2(Mathf.Cos(offsetedAngle * Mathf.Deg2Rad), Mathf.Sin(offsetedAngle * Mathf.Deg2Rad)) * radius + rect.center;
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if (Event.current.type == EventType.Repaint)
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{
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if (drawCircle)
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Handles.DrawWireDisc(rect.center, Vector3.forward, radius);
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if (drawLine)
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Handles.DrawLine(rect.center, pos);
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}
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if (GUI.enabled)
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{
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EditorGUI.BeginChangeCheck();
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Quaternion rotation = Quaternion.AngleAxis(handleAngle, Vector3.forward);
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Vector2 posNew = SpriteShapeHandleUtility.Slider2D(id, pos, rotation * handleOffset, rotation, handleSize, drawCapFunction);
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if (EditorGUI.EndChangeCheck())
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{
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Vector2 v1 = pos - rect.center;
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Vector2 v2 = posNew - rect.center;
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float angleDirection = Mathf.Sign(Vector3.Dot(Vector3.forward, Vector3.Cross(v1, v2)));
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float angleIncrement = Vector2.Angle(v1, v2);
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angle += angleIncrement * angleDirection;
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if (snap)
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angle = Mathf.RoundToInt(angle);
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}
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}
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return angle;
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}
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}
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}
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