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https://gitgud.io/AbstractConcept/rimworld-animation-studio.git
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137 lines
6.6 KiB
C#
137 lines
6.6 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.U2D;
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namespace UnityEditor.U2D.SpriteShape
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{
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public class SpriteShapeEditorUtility
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{
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private static class Contents
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{
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public static readonly string createSpriteShapeString = "Create Sprite Shape";
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public static readonly string newSpriteShapeString = "SpriteShape";
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}
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public const float kMaxSideSize = 2.0f;
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public static UnityEngine.U2D.SpriteShape CreateSpriteShapeAsset()
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{
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UnityEngine.U2D.SpriteShape spriteShape = ScriptableObject.CreateInstance<UnityEngine.U2D.SpriteShape>();
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ProjectWindowUtil.CreateAsset(spriteShape, "New SpriteShapeProfile.asset");
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Selection.activeObject = spriteShape;
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SpriteShapeEditorAnalytics.instance.eventBus.spriteShapeEvent.Invoke(spriteShape);
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return spriteShape;
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}
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public static SpriteShapeController CreateSpriteShapeController(UnityEngine.U2D.SpriteShape shape)
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{
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var objName = "New SpriteShapeController";
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GameObject gameObject = new GameObject(objName, typeof(SpriteShapeController));
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SpriteShapeController spriteShapeController = gameObject.GetComponent<SpriteShapeController>();
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spriteShapeController.spline.Clear();
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if (shape != null)
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objName = shape.name;
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gameObject.name = GameObjectUtility.GetUniqueNameForSibling(gameObject.transform.parent, objName);
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SpriteShapeEditorAnalytics.instance.eventBus.spriteShapeRendererEvent.Invoke(gameObject.GetComponent<SpriteShapeRenderer>());
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return spriteShapeController;
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}
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public static SpriteShapeController CreateSpriteShapeControllerFromSelection()
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{
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var objName = "New SpriteShapeController";
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GameObject gameObject = new GameObject(objName, typeof(SpriteShapeController));
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SpriteShapeController spriteShapeController = gameObject.GetComponent<SpriteShapeController>();
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if (Selection.activeObject is UnityEngine.U2D.SpriteShape)
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{
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spriteShapeController.spriteShape = (UnityEngine.U2D.SpriteShape)Selection.activeObject;
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objName = spriteShapeController.spriteShape.name;
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}
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else if (Selection.activeObject is GameObject)
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{
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var activeGO = (GameObject)Selection.activeObject;
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var prefabType = PrefabUtility.GetPrefabAssetType(activeGO);
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if (prefabType != PrefabAssetType.Regular && prefabType != PrefabAssetType.Model)
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{
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GameObjectUtility.SetParentAndAlign(gameObject, activeGO);
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}
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}
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gameObject.name = GameObjectUtility.GetUniqueNameForSibling(gameObject.transform.parent, objName);
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Undo.RegisterCreatedObjectUndo(gameObject, Contents.createSpriteShapeString);
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Selection.activeGameObject = gameObject;
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spriteShapeController.spline.Clear();
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SpriteShapeEditorAnalytics.instance.eventBus.spriteShapeRendererEvent.Invoke(gameObject.GetComponent<SpriteShapeRenderer>());
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return spriteShapeController;
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}
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public static void SetShapeFromAsset(SpriteShapeController spriteShapeController)
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{
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UnityEngine.U2D.SpriteShape spriteShape = spriteShapeController.spriteShape;
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if (!spriteShape)
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{
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SpriteShapeEditorUtility.SetToSquare(spriteShapeController);
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return;
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}
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if (spriteShape.angleRanges.Count == 1 && spriteShape.angleRanges[0].end - spriteShape.angleRanges[0].start == 360f)
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SpriteShapeEditorUtility.SetToLine(spriteShapeController);
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else if (spriteShape.angleRanges.Count < 8)
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SpriteShapeEditorUtility.SetToSquare(spriteShapeController);
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else
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SpriteShapeEditorUtility.SetToOctogon(spriteShapeController);
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}
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static void SetToSquare(SpriteShapeController spriteShapeController)
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{
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spriteShapeController.spline.Clear();
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spriteShapeController.spline.InsertPointAt(0, new Vector3(-kMaxSideSize, -kMaxSideSize, 0));
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spriteShapeController.spline.InsertPointAt(1, new Vector3(-kMaxSideSize, kMaxSideSize, 0));
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spriteShapeController.spline.InsertPointAt(2, new Vector3(kMaxSideSize, kMaxSideSize, 0));
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spriteShapeController.spline.InsertPointAt(3, new Vector3(kMaxSideSize, -kMaxSideSize, 0));
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}
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static void SetToLine(SpriteShapeController spriteShapeController)
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{
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spriteShapeController.spline.Clear();
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spriteShapeController.spline.InsertPointAt(0, new Vector3(-kMaxSideSize, 0.0f, 0));
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spriteShapeController.spline.InsertPointAt(1, new Vector3(kMaxSideSize, 0.0f, 0));
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spriteShapeController.spline.isOpenEnded = true;
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}
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static void SetToOctogon(SpriteShapeController spriteShapeController)
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{
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float kMaxSideSizeHalf = kMaxSideSize * 0.5f;
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spriteShapeController.spline.Clear();
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spriteShapeController.spline.InsertPointAt(0, new Vector3(-kMaxSideSizeHalf, -kMaxSideSize, 0));
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spriteShapeController.spline.InsertPointAt(1, new Vector3(-kMaxSideSize, -kMaxSideSizeHalf, 0));
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spriteShapeController.spline.InsertPointAt(2, new Vector3(-kMaxSideSize, kMaxSideSizeHalf, 0));
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spriteShapeController.spline.InsertPointAt(3, new Vector3(-kMaxSideSizeHalf, kMaxSideSize, 0));
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spriteShapeController.spline.InsertPointAt(4, new Vector3(kMaxSideSizeHalf, kMaxSideSize, 0));
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spriteShapeController.spline.InsertPointAt(5, new Vector3(kMaxSideSize, kMaxSideSizeHalf, 0));
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spriteShapeController.spline.InsertPointAt(6, new Vector3(kMaxSideSize, -kMaxSideSizeHalf, 0));
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spriteShapeController.spline.InsertPointAt(7, new Vector3(kMaxSideSizeHalf, -kMaxSideSize, 0));
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}
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public static int GetRangeIndexFromAngle(UnityEngine.U2D.SpriteShape spriteShape, float angle)
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{
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return GetRangeIndexFromAngle(spriteShape.angleRanges, angle);
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}
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public static int GetRangeIndexFromAngle(List<AngleRange> angleRanges, float angle)
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{
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for (int i = 0; i < angleRanges.Count; ++i)
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{
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var angleRange = angleRanges[i];
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var range = angleRange.end - angleRange.start;
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var angle2 = Mathf.Repeat(angle - angleRange.start, 360f);
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if (angle2 >= 0f && angle2 <= range)
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return i;
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}
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return -1;
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}
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}
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}
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