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105 行
2.3 KiB

using System;
using UnityEngine;
namespace UnityEditor.ShaderGraph.Drawing
{
[Serializable]
public class WindowDockingLayout
{
[SerializeField]
bool m_DockingLeft;
public bool dockingLeft
{
get { return m_DockingLeft; }
}
[SerializeField]
bool m_DockingTop;
public bool dockingTop
{
get { return m_DockingTop; }
}
[SerializeField]
float m_VerticalOffset;
public float verticalOffset
{
get { return m_VerticalOffset; }
}
[SerializeField]
float m_HorizontalOffset;
public float horizontalOffset
{
get { return m_HorizontalOffset; }
}
[SerializeField]
Vector2 m_Size;
public Vector2 size
{
get { return m_Size; }
}
public void CalculateDockingCornerAndOffset(Rect layout, Rect parentLayout)
{
Vector2 layoutCenter = new Vector2(layout.x + layout.width * .5f, layout.y + layout.height * .5f);
layoutCenter /= parentLayout.size;
m_DockingLeft = layoutCenter.x < .5f;
m_DockingTop = layoutCenter.y < .5f;
if (m_DockingLeft)
{
m_HorizontalOffset = layout.x;
}
else
{
m_HorizontalOffset = parentLayout.width - layout.x - layout.width;
}
if (m_DockingTop)
{
m_VerticalOffset = layout.y;
}
else
{
m_VerticalOffset = parentLayout.height - layout.y - layout.height;
}
m_Size = layout.size;
}
public Rect GetLayout(Rect parentLayout)
{
Rect layout = new Rect();
layout.size = size;
if (dockingLeft)
{
layout.x = horizontalOffset;
}
else
{
layout.x = parentLayout.width - size.x - horizontalOffset;
}
if (dockingTop)
{
layout.y = verticalOffset;
}
else
{
layout.y = parentLayout.height - size.y - verticalOffset;
}
return layout;
}
}
}