using System;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityEngine.Serialization;
namespace SesothoLine
{
///
/// 线路绘制编辑器
///
[CustomEditor(typeof(SesothoPeManager))]
public class SesothoPeManagerEditor : Editor
{
#region 委托事件
///
/// 当前主要的鼠标动作
///
private event Action CurrenMouseAction;
#endregion
#region 字段属性
///
/// 是编辑绘制模式
///
public bool IsDebugDrawMode;
private Vector3 _currentPosition;
private bool OpKey_ForceStr;
private bool OpKey_90Arc;
private bool OpKey_180Arc;
private bool OpKey_RevCisoid;
#endregion
#region 生命周期
// private void OnEnable()
// {
// throw new NotImplementedException();
// }
//
// private void OnDisable()
// {
// throw new NotImplementedException();
// }
private void OnSceneGUI()
{
if (!IsDebugDrawMode) return;
int controlID = GUIUtility.GetControlID(FocusType.Keyboard);
if(GUIUtility.hotControl == 0)
HandleUtility.AddDefaultControl(controlID);
OpKey_ForceStr = false;
OpKey_90Arc = false;
OpKey_180Arc = false;
OpKey_RevCisoid = false;
if (Event.current.GetTypeForControl(controlID) == EventType.KeyDown)
{
switch (Event.current.keyCode)
{
case KeyCode.Escape:
IsDebugDrawMode = false;
break;
case KeyCode.LeftControl:
OpKey_ForceStr = true;
break;
case KeyCode.LeftAlt:
OpKey_90Arc = true;
break;
case KeyCode.LeftShift:
OpKey_180Arc = true;
break;
case KeyCode.R:
OpKey_RevCisoid = true;
break;
default:
break;
}
}
var mousePos = Event.current.mousePosition;
if (Physics.Raycast(HandleUtility.GUIPointToWorldRay(mousePos), out var hit, float.MaxValue, 0xffff))
{
_currentPosition = hit.point;
}
if (Event.current.type == EventType.MouseUp && GUIUtility.hotControl == 0)
{
if (Event.current.button == 0)
{
CurrenMouseAction?.Invoke();
}
}
}
public override void OnInspectorGUI()
{
if (GUILayout.Button(IsDebugDrawMode ? "退出绘制模式" : "进入绘制模式"))
IsDebugDrawMode = !IsDebugDrawMode;
base.OnInspectorGUI();
}
#endregion
#region 画线
private TerminalLine2T3 _line;
private TerminalPoint _startPoint;
private TerminalPoint _endPoint;
private void DarwLine()
{
_endPoint.transform.position = _currentPosition;
// _line.SetLineSegment(
// _lastPointPosition, _currentPosition,
// _lastPointNormal, _helperNormal
// );
if (OpKey_ForceStr)
_line.DrawStraightLine();
else
{
var angle = -1;
if (OpKey_90Arc || OpKey_180Arc)
{
angle = 0;
if (OpKey_90Arc)
angle += 90;
if (OpKey_180Arc)
angle += 180;
}
_line.AutomaticDrawCircularLine(angle, OpKey_RevCisoid);
}
// 计算完毕后执行渲染,这里调用有可能会带来空引用问题
// 但在此之前的阶段已经对此进行过了处理所以没有关系,如果要照抄的话需要进行一些修改。
_line.UpdateRender();
}
#endregion
}
}