Readd missing import files

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Lucien
2026-05-07 10:14:44 +02:00
parent ecb44e63d8
commit cd608d5796
810 changed files with 263144 additions and 1 deletions
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using UnityEngine;
using System.Collections;
using Wing.Gizmos;
using UnityEngine.UI;
public class Sample : MonoBehaviour
{
public GameObject Target;
private GameObject mCurrentGizmos;
public Dropdown GizmosTypes;
public Toggle SpanToggle;
public InputField Precision;
public GameObject SnapPanel;
private EGizmosType mGizmosType = EGizmosType.Move;
private bool mMoveInitialed = false;
private bool mScaleInitialed = false;
private bool mRotateInitialed = false;
// Use this for initialization
void Start()
{
onTypeChanged((int)mGizmosType);
onSnapEnableChanged(false);
GizmosTypes.onValueChanged.AddListener(onTypeChanged);
SpanToggle.onValueChanged.AddListener(onSnapEnableChanged);
Precision.onValueChanged.AddListener(onPrecisionChanged);
}
private void onTypeChanged(int id)
{
mGizmosType = (EGizmosType)id;
SetGizmos(mGizmosType);
switch (mGizmosType)
{
case EGizmosType.Move:
Precision.text = SnapFactory.Instance.Get(ESnapType.Move).Precision.ToString();
break;
case EGizmosType.Scale:
Precision.text = SnapFactory.Instance.Get(ESnapType.Scale).Precision.ToString();
break;
case EGizmosType.Rotate:
Precision.text = SnapFactory.Instance.Get(ESnapType.Rotate).Precision.ToString();
break;
default:
break;
}
}
private void onPrecisionChanged(string value)
{
float result = 0;
if (float.TryParse(value, out result))
{
switch (mGizmosType)
{
case EGizmosType.Move:
SnapFactory.Instance.Get(ESnapType.Move).Precision = result;
break;
case EGizmosType.Scale:
SnapFactory.Instance.Get(ESnapType.Scale).Precision = result;
break;
case EGizmosType.Rotate:
SnapFactory.Instance.Get(ESnapType.Rotate).Precision = result;
break;
default:
break;
}
}
}
private void onSnapEnableChanged(bool value)
{
SnapFactory.Instance.Get(ESnapType.Move).Enable = value;
SnapFactory.Instance.Get(ESnapType.Scale).Enable = value;
SnapFactory.Instance.Get(ESnapType.Rotate).Enable = value;
SnapPanel.SetActive(value);
}
// Update is called once per frame
void Update()
{
}
#region Gizmos
private void SetGizmos(EGizmosType gtype)
{
if (mCurrentGizmos != null)
{
mCurrentGizmos.SetActive(false);
}
switch (gtype)
{
case EGizmosType.Move:
mCurrentGizmos = SetMove();
break;
case EGizmosType.Scale:
mCurrentGizmos = SetScale();
break;
case EGizmosType.Rotate:
mCurrentGizmos = SetRotate();
break;
default:
break;
}
if (mCurrentGizmos != null)
{
mCurrentGizmos.transform.position = Target.transform.position;
mCurrentGizmos.transform.localRotation = Target.transform.localRotation;
mCurrentGizmos.SetActive(true);
}
}
private GameObject SetMove()
{
var move = GizmosManager.Instance.GetSingleMove();
if (!mMoveInitialed)
{
move.OnMove += (dx, dy, dz) =>
{
Target.transform.Translate(dx, dy, dz);
};
mMoveInitialed = true;
}
return move.gameObject;
}
private GameObject SetScale()
{
var scale = GizmosManager.Instance.GetSingleScale();
if (!mScaleInitialed)
{
scale.OnScale += (dx, dy, dz) =>
{
Target.transform.localScale += new Vector3(dx, dy, dz);
};
mScaleInitialed = true;
}
return scale.gameObject;
}
private GameObject SetRotate()
{
var rotate = GizmosManager.Instance.GetSingleRotate();
rotate.EnableFreeRotate = true;
if (!mRotateInitialed)
{
rotate.OnRotate += (dx, dy, dz) =>
{
Target.transform.Rotate(new Vector3(dx, dy, dz));
};
mRotateInitialed = true;
}
return rotate.gameObject;
}
#endregion
}
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using System;
using System.Collections;
using System.Reflection;
using UnityEditor;
using UnityEngine;
#if UNITY_2018_1_OR_NEWER
public class RuntimeGizmosPreset : AssetPostprocessor
{
static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths)
{
foreach (string s in importedAssets)
{
if (s.Contains("RuntimeGizmosPreset.cs"))
{
AddLayer("Gizmos");
AddLayer("Nav");
return;
}
}
}
static void AddTag(string tag)
{
if (!HasTag(tag))
{
SerializedObject tagManager = new SerializedObject(AssetDatabase.LoadAllAssetsAtPath("ProjectSettings/TagManager.asset")[0]);
SerializedProperty it = tagManager.GetIterator();
while (it.NextVisible(true))
{
if (it.name == "tags")
{
for (int i = 0; i < it.arraySize; i++)
{
SerializedProperty dataPoint = it.GetArrayElementAtIndex(i);
if (string.IsNullOrEmpty(dataPoint.stringValue))
{
dataPoint.stringValue = tag;
tagManager.ApplyModifiedProperties();
return;
}
}
}
}
}
}
static void AddLayer(string layer)
{
if (!HasLayer(layer))
{
SerializedObject tagMagager = new SerializedObject(AssetDatabase.LoadAllAssetsAtPath("ProjectSettings/Tagmanager.asset"));
SerializedProperty it = tagMagager.GetIterator();
while (it.NextVisible(true))
{
if (it.name.Equals("layers"))
{
for (int i = 0; i < it.arraySize; i++)
{
if (i <= 7)
{
continue;
}
SerializedProperty sp = it.GetArrayElementAtIndex(i);
if (string.IsNullOrEmpty(sp.stringValue))
{
sp.stringValue = layer;
tagMagager.ApplyModifiedProperties();
Debug.Log("success");
return;
}
}
}
}
}
}
static bool HasTag(string tag)
{
for (int i = 0; i < UnityEditorInternal.InternalEditorUtility.tags.Length; i++)
{
if (UnityEditorInternal.InternalEditorUtility.tags[i].Contains(tag))
return true;
}
return false;
}
static bool HasLayer(string layer)
{
SerializedObject tagManager = new SerializedObject(AssetDatabase.LoadAllAssetsAtPath("ProjectSettings/Tagmanager.asset"));
SerializedProperty it = tagManager.GetIterator();
while (it.NextVisible(true))
{
if (it.name.Equals("layers"))
{
for (int i = 0; i < it.arraySize; i++)
{
if (i <= 7)
{
continue;
}
SerializedProperty sp = it.GetArrayElementAtIndex(i);
if (!string.IsNullOrEmpty(sp.stringValue))
{
if (sp.stringValue.Equals(layer))
{
sp.stringValue = string.Empty;
tagManager.ApplyModifiedProperties();
}
}
}
}
}
for (int i = 0; i < UnityEditorInternal.InternalEditorUtility.layers.Length; i++)
{
if (UnityEditorInternal.InternalEditorUtility.layers[i].Contains(layer))
{
return true;
}
}
return false;
}
}
#endif
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This is a Gizmos Sets for runtime
features:
1.CameraNavgator
2.Move
3.Scale
4.Rotate
5.four Snap Type to use
Those mostly same as unity navtive Gizmos,and extend snap function for move/scale/rotate, and the interface is every easy to use!
The demo in Sences Path,show how to use the Gizmos.
Enjoy!
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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using DG.Tweening;
using System;
using Wing.Utils;
namespace Wing.Gizmos
{
public class CameraNavigator : MonoBehaviour
{
public const int ElementType = 999;
public Vector3 Pos = new Vector3(0.8f, 0.8f, 1);
public enum ENaviType
{
PX,
NX,
PY,
NY,
PZ,
NZ,
Center,
}
public Camera RendererCamera;
public GameObject NaviRoot;
private List<GameObject> Navis = new List<GameObject>();
private List<Vector3> _angles = new List<Vector3>() {
Vector3.left, Vector3.right,
Vector3.down, Vector3.up,
Vector3.back, Vector3.forward,
Vector3.zero };
private List<Color> _colors = new List<Color>() {
Color.red, Color.white,
Color.green, Color.white,
Color.blue, Color.white,
Color.white };
private List<MeshRenderer> _naviRenders = new List<MeshRenderer>();
private Camera _camera;
private bool _enableNaviUpdate = true;
private TouchInteraction _interacton;
void Start()
{
_camera = Camera.main;
this.gameObject.SetLayerWithChildren(Settings.NavLayerName);
var displayCam = this.gameObject.GetComponentInChildren<Camera>();
if(displayCam != null)
{
displayCam.cullingMask = 1 << this.gameObject.layer;
}
_interacton = this.gameObject.AddComponent<TouchInteraction>();
_interacton.Set(RendererCamera, 1 << this.gameObject.layer);
_interacton.HoverTargetChangedEvent += _interacton_HoverTargetChangedEvent;
_interacton.SelectedEvent += _interacton_SelectedEvent;
for (int i = 0; i < NaviRoot.transform.childCount; i++)
{
Transform t = NaviRoot.transform.GetChild(i);
Navis.Add(t.gameObject);
MeshRenderer mr = t.GetComponent<MeshRenderer>();
_naviRenders.Add(mr);
}
}
private void _interacton_SelectedEvent(ElementTag tag)
{
if (!_enableNaviUpdate)
{
return;
}
for (int i = 0; i < Navis.Count; i++)
{
_naviRenders[i].material.color = _colors[i];
Navis[i].SetActive(true);
}
if (tag != null)
{
int id = int.Parse(tag.ID);
if (id == (int)ENaviType.Center)
{
//CameraCtrl.Instance.Reset(CameraCtrl.Instance.StateType, CameraCtrl.Instance.Locked, true);
}
else
{
_enableNaviUpdate = false;
//var currentAngle = _camera.transform.forward;
//var targetAngle = _angles[id];
var euler = Quaternion.LookRotation(_angles[id], Vector3.up).eulerAngles;
Color color = _naviRenders[id].material.color;
Tweener tweener = _camera.transform.DORotate(euler, 0.5f);
tweener.OnComplete(() =>
{
_enableNaviUpdate = true;
Navis[id].SetActive(false);
}).OnUpdate(() =>
{
color.a = 1 - tweener.timeScale;
_naviRenders[id].material.color = color;
}).Play();
//_camera.gameObject.Tween(0.5f)
// .SetUpdate((scale) =>
// {
// color.a = 1 - scale;
// _naviRenders[id].material.color = color;
// _camera.transform.forward = Vector3.Slerp(currentAngle, targetAngle, scale);
// }).
// SetComplete(() =>
// {
// _enableNaviUpdate = true;
// Navis[id].SetActive(false);
// _camera.transform.forward = targetAngle;
// return false;
// }).
// Play();
}
}
}
private void _interacton_HoverTargetChangedEvent(ElementTag tag)
{
if (_interacton.LastSelectedTag != null)
{
int id = int.Parse(_interacton.LastSelectedTag.ID);
_naviRenders[id].material.color = _colors[id];
}
if (tag != null)
{
int id = int.Parse(tag.ID);
ENaviType ntype = (ENaviType)id;
Color color = _naviRenders[id].material.color * 0.3f;
color.a = 1;
_naviRenders[id].material.color = color;
}
}
private void UpdateNavi()
{
NaviRoot.transform.eulerAngles = -_camera.transform.eulerAngles;
Vector3 angles = _camera.transform.eulerAngles;
float min = 20;
if (Mathf.Abs(angles.x % 90) > min ||
Mathf.Abs(angles.y % 90) > min ||
Mathf.Abs(angles.z % 90) > min)
{
for (int i = 0; i < Navis.Count; i++)
{
_naviRenders[i].material.color = _colors[i];
Navis[i].SetActive(true);
}
}
}
void Update()
{
UpdateNavi();
}
}
}
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using System.Collections;
namespace Wing.Gizmos
{
public enum EGizmosType
{
Move,
Scale,
Rotate,
}
}
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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
namespace Wing.Gizmos
{
public class GizmosAxis : MonoBehaviour
{
private GizmosBase _coordinate;
private int m_iLayer;
private bool mSelected = false;
// Use this for initialization
void Awake()
{
_coordinate = transform.parent.parent.GetComponent<GizmosBase>();
m_iLayer = LayerMask.NameToLayer(Settings.GizmosLayerName);
gameObject.layer = m_iLayer;
}
// Update is called once per frame
void Update()
{
if (mSelected)
{
if (!Input.GetMouseButton(0))
{
mSelected = false;
StartCoroutine(delayRelease());
}
else
{
_coordinate.OnMouseDrag(gameObject);
}
}
else if(Input.GetMouseButtonDown(0))
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
if (Physics.Raycast(ray, out hit, 1000, 1 << m_iLayer))
{
if (hit.collider.gameObject == gameObject)
{
_coordinate.OnMouseEnter(gameObject);
_coordinate.OnMouseDown(gameObject);
mSelected = true;
}
}
}
}
IEnumerator delayRelease()
{
yield return new WaitForEndOfFrame();
_coordinate.OnMouseExit(gameObject);
_coordinate.OnMouseUp(gameObject);
}
}
}
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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System;
namespace Wing.Gizmos
{
public enum EGizmosAxisType
{
X,
Y,
Z,
LockX,
LockY,
LockZ,
CENTER,
};
}
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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System;
namespace Wing.Gizmos
{
public delegate Vector3 GizmosValueChangedHandler(Vector3 before);
public class GizmosBase : MonoBehaviour
{
public event Action<EGizmosAxisType> AxisSelectedEvent;
public GameObject _lastSelected;
public float scale = 1.0f;
private Vector3 _lastMousePt;
private bool dirty = false;
private float _distanceFactor = 1.0f;
protected Dictionary<GameObject, EGizmosAxisType> _axisMap = new Dictionary<GameObject, EGizmosAxisType>();
// Use this for initialization
void Awake()
{
transform.localScale = Vector3.zero;
OnInit();
}
protected void ConstructAxis(string axisRoot, EGizmosAxisType type)
{
Transform go = transform.Find(axisRoot);
for (int i = 0; i < go.childCount; ++i)
{
GameObject obj = go.GetChild(i).gameObject;
obj.AddComponent<GizmosAxis>();
MeshRenderer r = obj.GetComponent<MeshRenderer>();
SetColor(r.material, type, false);
_axisMap[obj] = type;
}
}
private void SetColor(Material mat, EGizmosAxisType type, bool highlight)
{
if (!highlight)
{
float lightness = 1.0f;
if (type == EGizmosAxisType.X)
{
mat.color = new Color(lightness, 0.0f, 0.0f, 0.5f);
}
else if (type == EGizmosAxisType.Y)
{
mat.color = new Color(0.0f, lightness, 0.0f, 0.5f);
}
else if (type == EGizmosAxisType.Z)
{
mat.color = new Color(0.0f, 0.0f, lightness, 0.5f);
}
else if (type == EGizmosAxisType.LockX)
{
mat.color = new Color(lightness, 0.0f, 0.0f, 0.5f);
}
else if (type == EGizmosAxisType.LockY)
{
mat.color = new Color(0.0f, lightness, 0.0f, 0.5f);
}
else if (type == EGizmosAxisType.LockZ)
{
mat.color = new Color(0.0f, 0.0f, lightness, 0.5f);
}
else
{
mat.color = new Color(lightness, lightness, lightness, 1.0f);
}
}
else
{
mat.color = new Color(1.0f, 1.0f, 0.0f, 1.0f);
}
}
// Update is called once per frame
void Update()
{
Vector3 diff = transform.position - Camera.main.transform.position;
float d = diff.magnitude * scale * 0.05f;
_distanceFactor = ComputeScaleFactor(d);
transform.localScale = new Vector3(d, d, d);
}
protected virtual float ComputeScaleFactor(float d)
{
return d * 1.4f;
}
private void ChangeColor(GameObject go, bool highlight)
{
Transform root = go.transform.parent;
for (int i = 0; i < root.childCount; ++i)
{
GameObject childGO = root.GetChild(i).gameObject;
MeshRenderer r = childGO.GetComponent<MeshRenderer>();
EGizmosAxisType type = _axisMap[childGO];
SetColor(r.material, type, highlight);
}
}
public void OnMouseEnter(GameObject go)
{
if(_lastSelected != null)
{
ChangeColor(_lastSelected, false);
}
ChangeColor(go, true);
//Debug.Log("OnMouseEnter");
_lastSelected = go;
OnAxisSelected(_axisMap[go]);
}
public void OnMouseExit(GameObject go)
{
//ChangeColor(go, false);
// Debug.Log("OnMouse Exit");
}
public void OnMouseDown(GameObject go)
{
_lastMousePt = Input.mousePosition;
// Debug.Log("OnMouseDown");
OnAxisSelected(_axisMap[go]);
}
public void OnMouseUp(GameObject go)
{
OnDragEnd(go);
dirty = false;
}
public void OnMouseDrag(GameObject go)
{
Vector3 mousePt = Input.mousePosition;
Vector3 diff = mousePt - _lastMousePt;
if (diff.x + diff.y == 0)
{
return;
}
dirty = true;
EGizmosAxisType type = _axisMap[go];
float dx = 0;
float dy = 0;
float dz = 0;
float scensitivity = 0.02f;
Vector3 ogrinPos = transform.position;
Vector3 start = Camera.main.WorldToScreenPoint(ogrinPos);
start.z = 0;
if (type != EGizmosAxisType.CENTER)
{
Vector3 end = Camera.main.WorldToScreenPoint(ogrinPos + transform.right * 2);
end.z = 0;
Vector3 axisDir = end - start;
axisDir.Normalize();
dx = (axisDir.x * diff.x + axisDir.y * diff.y) * scensitivity;
end = Camera.main.WorldToScreenPoint(ogrinPos + transform.up * 2);
end.z = 0;
axisDir = end - start;
axisDir.Normalize();
dy = (axisDir.x * diff.x + axisDir.y * diff.y) * scensitivity;
end = Camera.main.WorldToScreenPoint(ogrinPos + transform.forward * 2);
end.z = 0;
axisDir = end - start;
axisDir.Normalize();
dz = (axisDir.x * diff.x + axisDir.y * diff.y) * scensitivity;
}
else
{
Vector3 end = start + Vector3.one;
end.z = 0;
Vector3 axisDir = end - start;
axisDir.Normalize();
dx = dy = dz = (axisDir.x * diff.x + axisDir.y * diff.y) * scensitivity;
}
Vector3 axisMask = Vector3.zero;
switch (type)
{
case EGizmosAxisType.X:
axisMask.x = 1;
break;
case EGizmosAxisType.Y:
axisMask.y = 1;
break;
case EGizmosAxisType.Z:
axisMask.z = 1;
break;
case EGizmosAxisType.LockX:
axisMask.y = 1;
axisMask.z = 1;
break;
case EGizmosAxisType.LockY:
axisMask.x = 1;
axisMask.z = 1;
break;
case EGizmosAxisType.LockZ:
axisMask.x = 1;
axisMask.y = 1;
break;
case EGizmosAxisType.CENTER:
axisMask.x = 1;
axisMask.y = 1;
axisMask.z = 1;
break;
}
dx = dx * axisMask.x * _distanceFactor;
dy = dy * axisMask.y * _distanceFactor;
dz = dz * axisMask.z * _distanceFactor;
OnDragDelta(go, dx, dy, dz);
_lastMousePt = mousePt;
}
protected virtual void OnInit() { }
protected virtual void OnDragDelta(GameObject go,float dx, float dy, float dz) { }
protected virtual void OnDragEnd(GameObject go) { }
protected virtual void OnAxisSelected(EGizmosAxisType type)
{
if(AxisSelectedEvent != null)
{
AxisSelectedEvent(type);
}
}
}
}
@@ -0,0 +1,12 @@
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
using Wing.Utils;
namespace Wing.Gizmos
{
public class GizmosManager : MonoSingleton<GizmosManager>
{
private GizmosMove _gizmosMove;
private GizmosScale _gizmosScale;
private GizmosRotate _gizmosRotate;
void Start()
{
var glayer = 1 << LayerMask.NameToLayer(Settings.GizmosLayerName);
var nlayer = 1 << LayerMask.NameToLayer(Settings.NavLayerName);
var mask = Camera.main.cullingMask;
Camera.main.cullingMask = ((glayer | mask) & ~nlayer);
}
public static bool IsOnGizmos()
{
int layer = LayerMask.NameToLayer(Settings.GizmosLayerName);
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
if (Physics.Raycast(ray, out hit, 1000, 1 << layer))
{
return hit.collider.gameObject != null;
}
return false;
}
public GizmosRotate GetSingleRotate()
{
if(_gizmosRotate == null)
{
_gizmosRotate = CreateRotate();
}
return _gizmosRotate;
}
public GizmosRotate CreateRotate()
{
GameObject go = new GameObject("gizmos-rotate");
go.transform.SetParent(this.transform);
return go.AddComponent<GizmosRotate>();
}
public GizmosMove GetSingleMove()
{
if(_gizmosMove == null)
{
_gizmosMove = CreateMove();
}
return _gizmosMove;
}
public GizmosMove CreateMove()
{
GameObject Prefab = Resources.Load("Prefabs/GizmosMove") as GameObject;
GameObject obj = Instantiate(Prefab);
return obj.GetComponent<GizmosMove>();
}
public GizmosScale GetSingleScale()
{
if(_gizmosScale == null)
{
_gizmosScale = CreateScale();
}
return _gizmosScale;
}
public GizmosScale CreateScale()
{
GameObject Prefab = Resources.Load("Prefabs/GizmosScale") as GameObject;
GameObject obj = Instantiate(Prefab);
return obj.GetComponent<GizmosScale>();
}
}
}
@@ -0,0 +1,12 @@
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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System;
namespace Wing.Gizmos
{
public class GizmosMove : GizmosBase
{
public delegate void MoveEventHandler(float dx, float dy, float dz);
public event MoveEventHandler OnMove;
public event Action OnMoveEnd;
// Use this for initialization
private Vector3 mTotal = Vector3.zero;
protected override void OnInit()
{
ConstructAxis("X", EGizmosAxisType.X);
ConstructAxis("Y", EGizmosAxisType.Y);
ConstructAxis("Z", EGizmosAxisType.Z);
ConstructAxis("LockX", EGizmosAxisType.LockX);
ConstructAxis("LockY", EGizmosAxisType.LockY);
ConstructAxis("LockZ", EGizmosAxisType.LockZ);
}
protected override void OnDragDelta(GameObject go, float dx, float dy, float dz)
{
//精度捕捉
Vector3 delta = new Vector3(dx, dy, dz);
Vector3 newPos = Vector3.zero;
ISnap snap = SnapFactory.Instance.Get(ESnapType.Move);
if (snap.Snap(mTotal + delta, ref newPos))
{
dx = newPos.x - mTotal.x;
dy = newPos.y - mTotal.y;
dz = newPos.z - mTotal.z;
}
mTotal += new Vector3(dx, dy, dz);
///////
base.OnDragDelta(go, dx, dy, dz);
transform.Translate(dx, dy, dz);
if (OnMove != null)
{
OnMove(dx, dy, dz);
}
}
public void Move(float dx,float dy, float dz)
{
transform.Translate(dx, dy, dz);
if (OnMove != null)
{
OnMove(dx, dy, dz);
}
if (OnMoveEnd != null)
{
OnMoveEnd();
}
}
protected override void OnDragEnd(GameObject go)
{
base.OnDragEnd(go);
if (OnMoveEnd != null)
{
OnMoveEnd();
}
}
}
}
@@ -0,0 +1,12 @@
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using System;
using System.Collections;
using System.Collections.Generic;
using ToriaCommon.Datas.Types;
using UnityEngine;
using Color = UnityEngine.Color;
using Material = UnityEngine.Material;
namespace Wing.Gizmos
{
/*
* NOTE:
* This code comes from an old Gizmos package, it has been modified a long time ago (legacy code).
* For improve the system and clean the code I have to modified it again.
* Now it's possible to specify around which axis rotate.
*
* With all these changes, this script has become dependent on ToriaCommon. It is no longer a package script.
*/
public class GizmosRotate : MonoBehaviour
{
public delegate void RotateEventHandler(float dx, float dy, float dz);
public event RotateEventHandler OnRotate;
public event Action OnRotateEnd;
const float interactionAngle = 20; //angle on each side of an arc where it is interactible to track it
public Camera RenderCamera;
public float RotateSpeed = 1;
[SerializeField] float radius = .1f; //scale of the sphere
public bool EnableFreeRotate = false;
[Header("Colors")]
[SerializeField] Color xColor = new(1, 0, 0, 0.5f);
[SerializeField] Color yColor = new(0, 1, 0, 0.5f);
[SerializeField] Color zColor = new(0, 0, 1, 0.5f);
[SerializeField] Color selectColor = new(1, 0.92f, 0.016f, 0.5f);
private Vector3 mTotal = Vector3.zero;
readonly private List<int> verticesCount = new();
private float m_fTheta = 0.1f; //arc precision (mesh generation)
private GameObject m_pSphere = null;
private GameObject m_pMeshGo = null;
private Mesh m_pMesh;
private int m_iLayer = 0;
private Matrix4x4[] m_arrMats = null;
private AxisXYZ trackedAxis = AxisXYZ.None;
private AxisXYZ allowedAxis = AxisXYZ.All;
private bool rotationChanged = false;
private Vector3 lastMousePosition = Vector3.zero;
void Awake()
{
if (RenderCamera == null)
{
RenderCamera = Camera.main;
}
m_iLayer = LayerMask.NameToLayer(Settings.GizmosLayerName);
m_arrMats = new Matrix4x4[]
{
Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(0, 0, 90), Vector3.one),
Matrix4x4.identity,
Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(90, 0, 0), Vector3.one)
};
CreateSphere();
CreateXYZCircles();
}
#region Init
public void Initialize(float radius, Quaternion rotation, AxisXYZ allowedAxis, bool enableFreeRotation = false)
{
//Destroy previous XYZ circles
Destroy(m_pSphere.transform.GetChild(0).gameObject);
m_pSphere.transform.rotation = rotation;
EnableFreeRotate = enableFreeRotation;
this.radius = radius;
this.allowedAxis = allowedAxis;
CreateXYZCircles();
}
private void CreateSphere()
{
m_pSphere = GameObject.CreatePrimitive(PrimitiveType.Sphere);
m_pSphere.transform.SetParent(transform);
m_pSphere.transform.localPosition = Vector3.zero;
RefreshScale();
m_pSphere.GetComponent<SphereCollider>().isTrigger = true;
m_pSphere.layer = m_iLayer;
MeshRenderer render = m_pSphere.GetComponent<MeshRenderer>();
render.material = new Material(Shader.Find("TransparentShader"));
render.material.color = new Color(0.5f, 0.5f, 0.5f, 0.2f);
//m_pSphere.GetComponent<MeshRenderer>().enabled = false;
}
private void CreateXYZCircles()
{
m_pMesh = new Mesh();
m_pMesh.MarkDynamic();
int verticesCount;
//x
if (IsAxisAllowed(AxisXYZ.X))
{
verticesCount = CreateArc(xColor, m_pMesh, m_arrMats[0]);
this.verticesCount.Add(verticesCount);
}
//y
if (IsAxisAllowed(AxisXYZ.Y))
{
verticesCount = CreateArc(yColor, m_pMesh, m_arrMats[1]);
this.verticesCount.Add(verticesCount);
}
//z
if (IsAxisAllowed(AxisXYZ.Z))
{
verticesCount = CreateArc(zColor, m_pMesh, m_arrMats[2]);
this.verticesCount.Add(verticesCount);
}
//Mesh Generation
m_pMesh.subMeshCount = 1;
m_pMesh.SetIndices(SequentialTriangles(m_pMesh.vertices.Length), MeshTopology.Lines, 0);
m_pMeshGo = new GameObject("Rotate Axis");
m_pMeshGo.transform.SetParent(m_pSphere.transform, false);
m_pMeshGo.layer = m_iLayer;
m_pMeshGo.AddComponent<MeshFilter>().mesh = m_pMesh;
m_pMeshGo.AddComponent<MeshRenderer>().material = new Material(Shader.Find("RotateShader"));
//reset circles mesh transform
m_pMeshGo.transform.localPosition = Vector3.zero;
m_pMeshGo.transform.localRotation = Quaternion.identity;
m_pMeshGo.transform.localScale = Vector3.one / 2;
}
private int CreateArc(Color color, Mesh mesh, Matrix4x4 mat, float angle = 2 * Mathf.PI, bool close = false)
{
m_fTheta = Mathf.Max(0.0001f, m_fTheta);
int count = mesh.vertexCount;
List<Vector3> vertices = new List<Vector3>(mesh.vertices);
List<Color> colors = new List<Color>(mesh.colors);
// draw circle
Vector3 beginPoint = mat * Vector3.zero;
Vector3 firstPoint = mat * Vector3.zero;
for (float theta = 0; theta < angle; theta += m_fTheta)
{
float x = Mathf.Cos(theta);
float z = Mathf.Sin(theta);
Vector3 endPoint = mat * new Vector3(x, 0, z);
if (theta == 0 && !close)
{
firstPoint = endPoint;
}
else
{
vertices.Add(beginPoint);
vertices.Add(endPoint);
colors.Add(color);
colors.Add(color);
}
beginPoint = endPoint;
}
// draw last line
vertices.Add(firstPoint);
vertices.Add(beginPoint);
colors.Add(color);
colors.Add(color);
mesh.SetVertices(vertices);
mesh.SetColors(colors);
return vertices.Count - count;
}
private static int[] SequentialTriangles(int len)
{
int[] array = new int[len];
for (int i = 0; i < len; i++)
{
array[i] = i;
}
return array;
}
#endregion
public Quaternion GetRotation()
{
return m_pSphere.transform.rotation;
}
private void Update()
{
if (Input.GetMouseButtonDown(0))
StartTracking();
if (Input.GetMouseButtonUp(0))
StopTracking();
RotateAroundTrackedAxis();
RefreshScale();
}
private void StartTracking()
{
lastMousePosition = Input.mousePosition;
Ray ray = RenderCamera.ScreenPointToRay(lastMousePosition);
//Try select closest axis and start tracking it
if (Physics.Raycast(ray, out RaycastHit hit, 10000, 1 << m_iLayer, QueryTriggerInteraction.Collide))
{
AxisXYZ axis = FindClosetAxis(hit.point);
SelectAxis(axis);
rotationChanged = false;
}
}
private void StopTracking()
{
SelectAxis(AxisXYZ.None);
if (rotationChanged)
{
StartCoroutine(DelayRelease());
rotationChanged = false;
}
}
private void RefreshScale()
{
m_pSphere.transform.localScale = (Vector3.Distance(RenderCamera.transform.position, m_pSphere.transform.position) / 4) * radius * Vector3.one;
}
private void RotateAroundTrackedAxis()
{
if (!IsAxisAllowed(trackedAxis))
return;
Vector3 delta = TrackBall(Input.mousePosition);
//Snap rotation
//NOTE: the snap isn't perfect at the moment, so let it disable.
//It snap axis by axis so when you touch all the axis, the final result isn't correctly snapped.
//To test the snap, you must activate it beforehand with this line: SnapFactory.Instance.Get(ESnapType.Rotate).Enable = true;
Vector3 total = Vector3.zero;
ISnap snap = SnapFactory.Instance.Get(ESnapType.Rotate);
if (snap.Snap(mTotal + delta, ref total))
{
delta = total - mTotal;
}
mTotal += delta;
mTotal.x %= 360;
mTotal.y %= 360;
mTotal.z %= 360;
//////////////
if (delta == Vector3.zero)
return;
m_pSphere.transform.Rotate(delta);
rotationChanged = true;
OnRotate?.Invoke(delta.x, delta.y, delta.z);
}
private IEnumerator DelayRelease()
{
yield return new WaitForEndOfFrame();
// OnRotateEnd(m_eCurrentAxis, GetRotate());
OnRotateEnd?.Invoke();
}
private Vector3 ComputeRotateDir(Vector3 offset, AxisXYZ type)
{
if (offset.x + offset.y == 0)
{
return Vector3.zero;
}
Vector3 startPos = m_pSphere.transform.position;
Vector3 start = Camera.main.WorldToScreenPoint(startPos);
Vector3 axis;
Vector3 end;
if (type == AxisXYZ.X)
{
end = Camera.main.WorldToScreenPoint(startPos + m_pSphere.transform.right * 2);
axis = Vector3.right;
}
else if (type == AxisXYZ.Y)
{
end = Camera.main.WorldToScreenPoint(startPos + m_pSphere.transform.up * 2);
axis = Vector3.up;
}
else
{
end = Camera.main.WorldToScreenPoint(startPos + m_pSphere.transform.forward * 2);
axis = Vector3.forward;
}
Vector3 axisDir = end - start;
axisDir.Normalize();
axisDir = Vector3.Cross(Vector3.forward, axisDir);
float moveLen = axisDir.x * offset.x + axisDir.y * offset.y;
float mx = moveLen * axis.x;
float my = moveLen * axis.y;
float mz = moveLen * axis.z;
return new Vector3(mx, my, mz);
}
private Vector3 TrackBall(Vector3 screenPosition)
{
Vector3 offset = (screenPosition - lastMousePosition) * RotateSpeed;
lastMousePosition = screenPosition;
Vector3 angle = Vector3.zero;
if (trackedAxis == AxisXYZ.All)
{
Quaternion q = Quaternion.AngleAxis(offset.y, m_pSphere.transform.InverseTransformVector(RenderCamera.transform.right));
q *= Quaternion.AngleAxis(-offset.x, m_pSphere.transform.InverseTransformVector(RenderCamera.transform.up));
angle += q.eulerAngles;
}
else
{
angle += ComputeRotateDir(offset, trackedAxis);
}
return angle;
}
private AxisXYZ FindClosetAxis(Vector3 hitPoint)
{
GetDeltaAngles(hitPoint, out float xAngle, out float yAngle, out float zAngle);
(AxisXYZ axis, float angle) closest = (AxisXYZ.None, 0);
TrySetClosest(AxisXYZ.X, xAngle);
TrySetClosest(AxisXYZ.Y, yAngle);
TrySetClosest(AxisXYZ.Z, zAngle);
if (EnableFreeRotate && closest.axis == AxisXYZ.None && IsAxisAllowed(AxisXYZ.All))
closest.axis = AxisXYZ.All;
return closest.axis;
void TrySetClosest(AxisXYZ axis, float angle)
{
if (IsAxisAllowed(axis) && angle < interactionAngle && (closest.axis == AxisXYZ.None || angle < closest.angle))
closest = (axis, angle);
}
}
private void GetDeltaAngles(Vector3 position, out float xAngle, out float yAngle, out float zAngle)
{
Vector3 dir = m_pSphere.transform.InverseTransformPoint(position).normalized;
xAngle = Mathf.Acos(dir.x) * Mathf.Rad2Deg;
yAngle = Mathf.Asin(dir.y) * Mathf.Rad2Deg;
zAngle = Mathf.Acos(dir.z) * Mathf.Rad2Deg;
xAngle = GetDelta(xAngle, true);
yAngle = GetDelta(yAngle, false);
zAngle = GetDelta(zAngle, true);
}
private float GetDelta(float angle, bool verticalAxis)
{
//0° is the angle for a horizontal axis
//90° is the angle for a vertical axis
//See trigonometry circle
return Mathf.Abs(angle - (verticalAxis ? 90 : 0));
}
private void SelectAxis(AxisXYZ toSelect)
{
if (trackedAxis == toSelect)
return;
trackedAxis = toSelect;
List<Color> colors = new();
int index = 0;
SetArcColor(AxisXYZ.X, xColor);
SetArcColor(AxisXYZ.Y, yColor);
SetArcColor(AxisXYZ.Z, zColor);
m_pMesh.SetColors(colors);
void SetArcColor(AxisXYZ axis, Color axisColor)
{
if (!IsAxisAllowed(axis))
return;
int count = verticesCount[index++];
for (int i = 0; i < count; i++)
{
colors.Add(trackedAxis == axis || trackedAxis == AxisXYZ.All ? selectColor : axisColor);
}
}
}
bool IsAxisAllowed(AxisXYZ axis) => axis != AxisXYZ.None && (allowedAxis == AxisXYZ.All || allowedAxis == axis);
}
}
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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System;
namespace Wing.Gizmos
{
public class GizmosScale : GizmosBase
{
public delegate void ScaleEventHandler(float dx, float dy, float dz);
public event ScaleEventHandler OnScale;
public event Action OnScaleEnd;
private Vector3 mTotal = Vector3.zero;
private Transform _X;
private Transform _Y;
private Transform _Z;
private float originOffset;
// Use this for initialization
protected override void OnInit()
{
ConstructAxis("X", EGizmosAxisType.X);
ConstructAxis("Y", EGizmosAxisType.Y);
ConstructAxis("Z", EGizmosAxisType.Z);
ConstructAxis("Center", EGizmosAxisType.CENTER);
_X = transform.Find("X");
_Y = transform.Find("Y");
_Z = transform.Find("Z");
originOffset = _X.Find("Cube").transform.localPosition.z;
}
protected override void OnDragDelta(GameObject go, float dx, float dy, float dz)
{
//精度捕捉
Vector3 delta = new Vector3(dx, dy, dz);
Vector3 newPos = Vector3.zero;
ISnap snap = SnapFactory.Instance.Get(ESnapType.Scale);
if (snap.Snap(mTotal + delta, ref newPos))
{
dx = newPos.x - mTotal.x;
dy = newPos.y - mTotal.y;
dz = newPos.z - mTotal.z;
}
mTotal += new Vector3(dx, dy, dz);
///////
base.OnDragDelta(go, dx, dy, dz);
SetLengthOfAxis(go, dx, dy, dz, true);
//transform.Translate(dx, dy, dz);
if (OnScale != null)
{
OnScale(dx, dy, dz);
}
}
public void Scale(float dx,float dy,float dz)
{
if (OnScale != null)
{
OnScale(dx, dy, dz);
}
if (OnScaleEnd != null)
{
OnScaleEnd();
}
}
protected override void OnDragEnd(GameObject go)
{
base.OnDragEnd(go);
SetLengthOfAxis(go, originOffset, originOffset, originOffset, false);
if (OnScaleEnd != null)
{
OnScaleEnd();
}
mTotal = Vector3.zero;
}
protected override float ComputeScaleFactor(float d)
{
float magic = (float)Math.Log10(d + 10) * 1.4f;
return magic;
}
private void SetLengthOfAxis(GameObject go, float dx, float dy, float dz, bool delta)
{
EGizmosAxisType type = _axisMap[go];
if (type == EGizmosAxisType.X)
{
SetLengthOfAxis(go.transform.parent, dx, delta);
}
else if (type == EGizmosAxisType.Y)
{
SetLengthOfAxis(go.transform.parent, dy, delta);
}
else if (type == EGizmosAxisType.Z)
{
SetLengthOfAxis(go.transform.parent, dz, delta);
}
else if (type == EGizmosAxisType.CENTER)
{
SetLengthOfAxis(_X, dx, delta);
SetLengthOfAxis(_Y, dx, delta);
SetLengthOfAxis(_Z, dx, delta);
}
}
private void SetLengthOfAxis(Transform axisRoot, float scale,bool delta)
{
Transform axis = axisRoot.Find("Cylinder");
if (axis != null)
{
Vector3 localScale = axis.localScale;
Transform cube = axisRoot.Find("Cube");
Vector3 pos = cube.localPosition;
if (delta)
{
pos.z += scale;
}
else
{
pos.z = scale;
}
localScale.z = pos.z / originOffset;
axis.localScale = localScale;
cube.localPosition = pos;
}
}
}
}
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Wing.Gizmos
{
class Settings
{
public static string GizmosLayerName = "Gizmos";
public static string NavLayerName = "Nav";
}
}
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
using Wing.Utils;
namespace Wing.Gizmos
{
public class AngleSnap : SnapBase
{
public Vector3 Center = Vector3.zero;
private float mAngle = 0;
public float CurrentAngle
{
get
{
return mAngle;
}
}
public AngleSnap()
{
Precision = 15;
}
protected override void CalcTolerance()
{
mTolerance = 0.2f * Precision;
}
public override bool Snap(Vector3 inVal, ref Vector3 outVal, bool force = false)
{
if (!Enable)
{
return false;
}
Vector3 dir = inVal.normalized;
float angle = GemetryHelper.VectorAngle(Vector3.right, dir);
mAngle = GemetryHelper.ValueMod(angle, Precision);
if (force || Mathf.Abs(angle - mAngle) <= Precision)
{
outVal = Quaternion.Euler(0, mAngle, 0) * Vector3.right;
return true;
}
else
{
return false;
}
}
}
}
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
using Wing.Utils;
namespace Wing.Gizmos
{
public class GridSnap : SnapBase
{
public Vector3 Center = Vector3.zero;
public GridSnap()
{
Precision = 1;
}
protected override void CalcTolerance()
{
mTolerance = 0.2f * Precision;
}
public override bool Snap(Vector3 inVal, ref Vector3 outVal, bool force = false)
{
if (!Enable)
{
return false;
}
Vector3 position = inVal;
Vector3 offset = position - Center;
Vector3 dp = GemetryHelper.Vector3Mod(offset, Precision);
Vector3 df = position - dp;
df.x = Mathf.Abs(df.x);
df.y = Mathf.Abs(df.y);
df.z = Mathf.Abs(df.z);
float max = Mathf.Max(df.x, df.y, df.z);
if (force || max <= mTolerance)
{
outVal = dp;
return true;
}
else
{
return false;
}
}
}
}
@@ -0,0 +1,12 @@
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@@ -0,0 +1,15 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
namespace Wing.Gizmos
{
public interface ISnap
{
bool Enable { get; set; }
float Precision { get; set; }
bool Snap(Vector3 inVal, ref Vector3 outVal, bool force = false);
}
}
@@ -0,0 +1,12 @@
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@@ -0,0 +1,47 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
using Wing.Utils;
namespace Wing.Gizmos
{
public class MoveSnap : SnapBase
{
public Vector3 Center = Vector3.zero;
public MoveSnap()
{
Precision = 1;
}
protected override void CalcTolerance()
{
mTolerance = 0.05f * Precision;
}
public override bool Snap(Vector3 inVal, ref Vector3 outVal, bool force = false)
{
if (!Enable)
{
return false;
}
Vector3 position = inVal;
Vector3 offset = position - Center;
Vector3 dp = GemetryHelper.Vector3Mod(offset, Precision);
if (force || (position - dp).magnitude <= mTolerance)
{
outVal = dp;
return true;
}
else
{
return false;
}
}
}
}
@@ -0,0 +1,12 @@
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@@ -0,0 +1,45 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
using Wing.Utils;
namespace Wing.Gizmos
{
public class RotateSnap : SnapBase
{
public RotateSnap()
{
Precision = 5;
}
protected override void CalcTolerance()
{
mTolerance = 0.2f * Precision;
}
public override bool Snap(Vector3 inVal, ref Vector3 outVal, bool force = false)
{
if (!Enable)
{
return false;
}
Vector3 angle = inVal;
outVal = GemetryHelper.Vector3Mod(angle, Precision);
Vector3 offset = angle - outVal;
if (force || offset.magnitude <= Precision)
{
return true;
}
else
{
return false;
}
}
}
}
@@ -0,0 +1,12 @@
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@@ -0,0 +1,44 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
using Wing.Utils;
namespace Wing.Gizmos
{
public class ScaleSnap : SnapBase
{
public ScaleSnap()
{
Precision = 0.2f;
}
protected override void CalcTolerance()
{
mTolerance = 0.5f * Precision;
}
public override bool Snap(Vector3 inVal, ref Vector3 outVal, bool force = false)
{
if (!Enable)
{
return false;
}
Vector3 scale = inVal;
Vector3 dp = GemetryHelper.Vector3Mod(scale, Precision);
if (force || (scale - dp).magnitude <= mTolerance)
{
outVal = dp;
return true;
}
else
{
return false;
}
}
}
}
@@ -0,0 +1,12 @@
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@@ -0,0 +1,53 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
namespace Wing.Gizmos
{
public class SnapBase : ISnap
{
protected bool mEnable = false;
protected float mPrecision = 0;
protected float mTolerance = 0;
public bool Enable
{
get
{
return mEnable;
}
set
{
mEnable = value;
}
}
public float Precision
{
get
{
return mPrecision;
}
set
{
mPrecision = value;
CalcTolerance();
}
}
protected virtual void CalcTolerance()
{
mTolerance = Precision * 0.2f;
}
public virtual bool Snap(Vector3 inVal, ref Vector3 outVal, bool force = false)
{
outVal = Vector3.zero;
return false;
}
}
}
@@ -0,0 +1,12 @@
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@@ -0,0 +1,36 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Wing.Utils;
namespace Wing.Gizmos
{
public enum ESnapType
{
Move,
Rotate,
Scale,
Grid,
Angle,
}
public class SnapFactory : NormalSingleton<SnapFactory>
{
private Dictionary<ESnapType, ISnap> mSnaps = new Dictionary<ESnapType, ISnap>();
public SnapFactory()
{
mSnaps.Add(ESnapType.Move, new MoveSnap());
mSnaps.Add(ESnapType.Rotate, new RotateSnap());
mSnaps.Add(ESnapType.Scale, new ScaleSnap());
mSnaps.Add(ESnapType.Grid, new GridSnap());
mSnaps.Add(ESnapType.Angle, new AngleSnap());
}
public ISnap Get(ESnapType type)
{
return mSnaps[type];
}
}
}
@@ -0,0 +1,12 @@
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+9
View File
@@ -0,0 +1,9 @@
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guid: 8d20466ffc444e140858d52ccd3c532e
folderAsset: yes
timeCreated: 1481858057
licenseType: Store
DefaultImporter:
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@@ -0,0 +1,208 @@
using UnityEngine;
using System.Collections;
namespace Wing.Utils
{
public class AnimationComponent : MonoBehaviour
{
/// <summary>
///
/// </summary>
/// <returns>true will play more once</returns>
public delegate bool TweenCompleteEventHandler();
public delegate void TweenUpdateEventHandler(float scale);
public event TweenCompleteEventHandler OnComplete;
public event TweenUpdateEventHandler OnUpdate;
public AnimationCurve m_pCurve;
private bool m_bPlaying = false;
public float Duration = 0;
private float m_fLastTime = 0;
private bool m_bAutoManager = false;
private float m_fMinValue = 0;
private float m_fMaxValue = 1;
/// <summary>
/// set replay times,default one times,equals zero means loop
/// </summary>
public uint RepeatTimes = 1;
private uint m_iHadRepeatTimes = 0;
public bool Revert { get; set; }
void Update()
{
if (m_pCurve == null)
{
m_pCurve = AnimationCurve.Linear(0, m_fMinValue, Duration, m_fMaxValue);
}
if (m_bPlaying)
{
if (m_fLastTime < Duration)
{
float time = Revert ? Duration - m_fLastTime : m_fLastTime;
float scale = m_pCurve.Evaluate(time);
if (OnUpdate != null)
{
OnUpdate(scale);
}
}
else
{
m_bPlaying = false;
if (OnUpdate != null)
{
OnUpdate(Revert ? m_fMinValue : m_fMaxValue);
}
bool end = true;
m_iHadRepeatTimes++;
if (RepeatTimes > 0)
{
if (RepeatTimes > m_iHadRepeatTimes)
{
end = false;
}
}
else
{
Play();
return;
}
if (end)
{
bool moreOnce = false;
if (OnComplete != null)
{
moreOnce = OnComplete();
if (moreOnce)
{
m_iHadRepeatTimes = RepeatTimes - 1;
Play();
}
}
if (m_bAutoManager && !moreOnce)
{
Destroy(this);
}
}
}
m_fLastTime += Time.deltaTime;
}
}
public void SetCurve(AnimationCurve curve, float duration = -1)
{
if (duration > 0)
{
SetDuration(duration);
}
float maxTime = float.MinValue;
float minTime = float.MaxValue;
float maxValue = float.MinValue;
float minValue = float.MaxValue;
foreach (Keyframe key in curve.keys)
{
if (maxTime < key.time)
{
maxTime = key.time;
}
if (minTime > key.time)
{
minTime = key.time;
}
if (maxValue < key.value)
{
maxValue = key.value;
}
if (minValue > key.value)
{
minValue = key.value;
}
}
float offsetTime = maxTime - minTime;
offsetTime = offsetTime == 0 ? 1 : maxTime - minTime;
float offsetValue = maxValue - minValue;
offsetValue = offsetValue == 0 ? 1 : offsetValue;
Keyframe[] keys = new Keyframe[curve.keys.Length];
float tv = offsetValue / offsetTime / Duration;
for (int i = 0; i < curve.keys.Length; i++)
{
Keyframe key = curve.keys[i];
float time = (key.time - minTime) * Duration / offsetTime;
float value = (key.value - minValue) / offsetValue;
keys[i] = new Keyframe(time, value, key.inTangent * tv, key.outTangent * tv);
}
if (keys.Length > 0)
{
m_pCurve = new AnimationCurve(keys);
m_pCurve.preWrapMode = curve.preWrapMode;
m_pCurve.postWrapMode = curve.postWrapMode;
}
}
public void SetDuration(float duration)
{
Duration = duration;
}
public AnimationComponent Play()
{
m_bPlaying = true;
m_fLastTime = 0;
m_iHadRepeatTimes = 0;
return this;
}
public void Stop()
{
m_bPlaying = false;
}
public static AnimationComponent AutoManagerTween(GameObject go, float duration)
{
AnimationComponent tween = go.AddComponent<AnimationComponent>();
tween.Duration = duration;
tween.m_bAutoManager = true;
return tween;
}
public AnimationComponent SetUpdate(TweenUpdateEventHandler handler)
{
OnUpdate += handler;
return this;
}
public AnimationComponent SetComplete(TweenCompleteEventHandler handler)
{
OnComplete += handler;
return this;
}
}
public static class AnimationComponentExt
{
public static AnimationComponent Tween(this GameObject go, float duration)
{
return AnimationComponent.AutoManagerTween(go, duration);
}
}
}

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