rimworld-animation-studio/Library/PackageCache/com.unity.2d.spriteshape@3.0.14/Editor/SpriteShapeEditorUtility.cs
2022-09-13 00:36:34 -05:00

137 lines
6.6 KiB
C#

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