123 lines
4.3 KiB
C#
123 lines
4.3 KiB
C#
// Copyright (c) 2010 Bob Berkebile
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// Please direct any bugs/comments/suggestions to http://www.pixelplacement.com
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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using UnityEngine;
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using UnityEditor;
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using System.Collections;
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[CustomEditor(typeof(iTweenPath))]
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public class iTweenPathEditor : Editor
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{
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iTweenPath _target;
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GUIStyle style = new GUIStyle();
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public static int count = 0;
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void OnEnable(){
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//i like bold handle labels since I'm getting old:
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style.fontStyle = FontStyle.Bold;
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style.normal.textColor = Color.white;
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_target = (iTweenPath)target;
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//lock in a default path name:
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if(!_target.initialized){
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_target.initialized = true;
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_target.pathName = "New Path " + ++count;
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_target.initialName = _target.pathName;
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}
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}
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public override void OnInspectorGUI(){
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//draw the path?
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EditorGUILayout.BeginHorizontal();
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EditorGUILayout.PrefixLabel("Path Visible");
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_target.pathVisible = EditorGUILayout.Toggle(_target.pathVisible);
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EditorGUILayout.EndHorizontal();
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//path name:
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EditorGUILayout.BeginHorizontal();
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EditorGUILayout.PrefixLabel("Path Name");
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_target.pathName = EditorGUILayout.TextField(_target.pathName);
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EditorGUILayout.EndHorizontal();
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if(_target.pathName == ""){
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_target.pathName = _target.initialName;
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}
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//path color:
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EditorGUILayout.BeginHorizontal();
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EditorGUILayout.PrefixLabel("Path Color");
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_target.pathColor = EditorGUILayout.ColorField(_target.pathColor);
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EditorGUILayout.EndHorizontal();
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//exploration segment count control:
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EditorGUILayout.BeginHorizontal();
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//EditorGUILayout.PrefixLabel("Node Count");
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_target.nodeCount = Mathf.Max(2, EditorGUILayout.IntField("Node Count", _target.nodeCount));
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//_target.nodeCount = Mathf.Clamp(EditorGUILayout.IntSlider(_target.nodeCount, 0, 10), 2,100);
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EditorGUILayout.EndHorizontal();
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//add node?
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if(_target.nodeCount > _target.nodes.Count){
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for (int i = 0; i < _target.nodeCount - _target.nodes.Count; i++) {
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_target.nodes.Add(Vector3.zero);
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}
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}
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//remove node?
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if(_target.nodeCount < _target.nodes.Count){
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if(EditorUtility.DisplayDialog("Remove path node?","Shortening the node list will permantently destory parts of your path. This operation cannot be undone.", "OK", "Cancel")){
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int removeCount = _target.nodes.Count - _target.nodeCount;
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_target.nodes.RemoveRange(_target.nodes.Count-removeCount,removeCount);
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}else{
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_target.nodeCount = _target.nodes.Count;
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}
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}
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//node display:
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EditorGUI.indentLevel = 4;
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for (int i = 0; i < _target.nodes.Count; i++) {
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_target.nodes[i] = EditorGUILayout.Vector3Field("Node " + (i+1), _target.nodes[i]);
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}
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//update and redraw:
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if(GUI.changed){
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EditorUtility.SetDirty(_target);
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}
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}
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void OnSceneGUI(){
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if(_target.pathVisible){
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if(_target.nodes.Count > 0){
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//allow path adjustment undo:
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Undo.RecordObject( _target, "Adjust iTween Path" );
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//path begin and end labels:
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Handles.Label(_target.nodes[0], "'" + _target.pathName + "' Begin", style);
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Handles.Label(_target.nodes[_target.nodes.Count-1], "'" + _target.pathName + "' End", style);
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//node handle display:
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for (int i = 0; i < _target.nodes.Count; i++) {
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_target.nodes[i] = Handles.PositionHandle(_target.nodes[i], Quaternion.identity);
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}
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}
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}
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}
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} |