Boat Attack使用了Universal RP的许多新图形功能,可以用于探索 Universal RP 的使用方式和技巧。
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4.4 KiB

using UnityEngine;
using UnityEditor;
namespace UnityEditor.Experimental.Rendering.Universal.Path2D.GUIFramework
{
internal class GUIState : IGUIState
{
private Handles.CapFunction nullCap = (int c, Vector3 p , Quaternion r, float s, EventType ev) => {};
public Vector2 mousePosition
{
get { return Event.current.mousePosition; }
}
public int mouseButton
{
get { return Event.current.button; }
}
public int clickCount
{
get { return Event.current.clickCount; }
}
public bool isShiftDown
{
get { return Event.current.shift; }
}
public bool isAltDown
{
get { return Event.current.alt; }
}
public bool isActionKeyDown
{
get { return EditorGUI.actionKey; }
}
public KeyCode keyCode
{
get { return Event.current.keyCode; }
}
public EventType eventType
{
get { return Event.current.type; }
}
public string commandName
{
get { return Event.current.commandName; }
}
public int nearestControl
{
get { return HandleUtility.nearestControl; }
set { HandleUtility.nearestControl = value; }
}
public int hotControl
{
get { return GUIUtility.hotControl; }
set { GUIUtility.hotControl = value; }
}
public bool changed
{
get { return GUI.changed; }
set { GUI.changed = value; }
}
public int GetControlID(int hint, FocusType focusType)
{
return GUIUtility.GetControlID(hint, focusType);
}
public void AddControl(int controlID, float distance)
{
HandleUtility.AddControl(controlID, distance);
}
public bool Slider(int id, SliderData sliderData, out Vector3 newPosition)
{
if (mouseButton == 0 && eventType == EventType.MouseDown)
{
hotControl = 0;
nearestControl = id;
}
EditorGUI.BeginChangeCheck();
newPosition = Handles.Slider2D(id, sliderData.position, sliderData.forward, sliderData.right, sliderData.up, 1f, nullCap, Vector2.zero);
return EditorGUI.EndChangeCheck();
}
public void UseCurrentEvent()
{
Event.current.Use();
}
public void Repaint()
{
HandleUtility.Repaint();
}
public bool IsEventOutsideWindow()
{
return Event.current.type == EventType.Ignore;
}
public bool IsViewToolActive()
{
return UnityEditor.Tools.current == Tool.View || isAltDown || mouseButton == 1 || mouseButton == 2;
}
public bool HasCurrentCamera()
{
return Camera.current != null;
}
public float GetHandleSize(Vector3 position)
{
var scale = HasCurrentCamera() ? 0.01f : 0.05f;
return HandleUtility.GetHandleSize(position) * scale;
}
public float DistanceToSegment(Vector3 p1, Vector3 p2)
{
p1 = HandleUtility.WorldToGUIPoint(p1);
p2 = HandleUtility.WorldToGUIPoint(p2);
return HandleUtility.DistancePointToLineSegment(Event.current.mousePosition, p1, p2);
}
public float DistanceToCircle(Vector3 center, float radius)
{
return HandleUtility.DistanceToCircle(center, radius);
}
public Vector3 GUIToWorld(Vector2 guiPosition, Vector3 planeNormal, Vector3 planePos)
{
Vector3 worldPos = Handles.inverseMatrix.MultiplyPoint(guiPosition);
if (Camera.current)
{
Ray ray = HandleUtility.GUIPointToWorldRay(guiPosition);
planeNormal = Handles.matrix.MultiplyVector(planeNormal);
planePos = Handles.matrix.MultiplyPoint(planePos);
Plane plane = new Plane(planeNormal, planePos);
float distance = 0f;
if (plane.Raycast(ray, out distance))
{
worldPos = Handles.inverseMatrix.MultiplyPoint(ray.GetPoint(distance));
}
}
return worldPos;
}
}
}