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48 行
1.4 KiB

using UnityEngine;
namespace UnityEditor.Experimental
{
internal class ImguiContainer : IManipulate
{
public bool GetCaps(ManipulatorCapability cap)
{
return false;
}
public void AttachTo(CanvasElement element)
{
element.AllEvents += Render;
}
private bool Render(CanvasElement target, Event evt, Canvas2D canvas)
{
if (evt.type == EventType.Repaint)
return false;
EventType et = Event.current.type;
Matrix4x4 old = GUI.matrix;
GUI.matrix = Matrix4x4.identity;
Rect screenRect = canvas.CanvasToScreen(target.canvasBoundingRect);
Vector2 normalizedMouseOffset = (Event.current.mousePosition - screenRect.min);
Vector2 screenWidth = (screenRect.max - screenRect.min);
normalizedMouseOffset.x /= screenWidth.x;
normalizedMouseOffset.y /= screenWidth.y;
normalizedMouseOffset.x *= target.boundingRect.width;
normalizedMouseOffset.y *= target.boundingRect.height;
Vector2 currentMousePosition = Event.current.mousePosition;
Event.current.mousePosition = normalizedMouseOffset;
Event.current.type = et;
target.Render(canvas.boundingRect, canvas);
target.Invalidate();
GUI.matrix = old;
return false;
}
}
}