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207 lines
7.9 KiB
C#

using UnityEngine;
using UnityEditor;
using System.Collections;
namespace RootMotion.FinalIK {
// Custom scene view helpers for the InteractionTrigger
[CustomEditor(typeof(InteractionTrigger))]
public class InteractionTriggerInspector : Editor {
private InteractionTrigger script { get { return target as InteractionTrigger; }}
void OnSceneGUI() {
if (!script.enabled) return;
var collider = script.GetComponent<Collider>();
if (collider != null)
collider.isTrigger = true;
else {
Warning.Log ("InteractionTrigger requires a Collider component.", script.transform, true);
return;
}
if (script.ranges.Length == 0) return;
for (int i = 0; i < script.ranges.Length; i++) {
DrawRange (script.ranges[i], i);
}
Handles.BeginGUI();
int h = script.ranges.Length * 18;
GUILayout.BeginArea(new Rect(10, 10, 200, h + 25), "InteractionTrigger Visualization", "Window");
// Rotating display
for (int i = 0; i < script.ranges.Length; i++) {
script.ranges[i].show = GUILayout.Toggle(script.ranges[i].show, new GUIContent(" Show Range " + i.ToString() + ": " + script.ranges[i].name, string.Empty));
}
GUILayout.EndArea();
Handles.EndGUI();
}
private void DrawRange(InteractionTrigger.Range range, int index) {
range.name = string.Empty;
for (int i = 0; i < range.interactions.Length; i++) {
if (range.name.Length > 50) {
range.name += "...";
break;
}
if (i > 0) range.name += "; ";
for (int e = 0; e < range.interactions[i].effectors.Length; e++) {
if (e > 0) range.name += ", ";
range.name += range.interactions[i].effectors[e].ToString();
}
if (range.interactions[i].interactionObject != null) {
range.name += ": " + range.interactions[i].interactionObject.name;
}
}
if (!range.show) return;
Color color = GetColor(index);
Handles.color = color;
GUI.color = color;
// Character Position
DrawCharacterPosition(range, index);
// Camera Position
DrawCameraPosition(range, index);
Handles.color = Color.white;
GUI.color = Color.white;
}
private void DrawCharacterPosition(InteractionTrigger.Range range, int index) {
Vector3 labelPosition = script.transform.position - Vector3.up * index * 0.05f;
if (!range.characterPosition.use) {
Handles.Label(labelPosition, "Character Position is not used for Range " + index.ToString() + ": " + range.name);
return;
}
range.characterPosition.radius = Mathf.Max(range.characterPosition.radius, 0f);
if (range.characterPosition.radius <= 0f) {
Handles.Label(labelPosition, "Character Position radius is zero for Range " + index.ToString() + ": " + range.name);
return;
}
if (range.characterPosition.maxAngle <= 0f) {
Handles.Label(labelPosition, "Character Position max angle is zero for Range " + index.ToString() + ": " + range.name);
return;
}
Vector3 f = script.transform.forward;
if (range.characterPosition.fixYAxis) f.y = 0f;
if (f == Vector3.zero) {
Handles.Label(script.transform.position - Vector3.up * index * 0.05f, "Invalid rotation of InteractionTrigger for Range " + index.ToString() + ": " + range.name);
return; // Singularity
}
Quaternion triggerRotation = Quaternion.LookRotation(f, (range.characterPosition.fixYAxis? Vector3.up: script.transform.up));
Vector3 position = script.transform.position + triggerRotation * range.characterPosition.offset3D;
Vector3 direction = triggerRotation * range.characterPosition.direction3D;
Quaternion rotation = direction == Vector3.zero? triggerRotation: Quaternion.LookRotation(direction, (range.characterPosition.fixYAxis? Vector3.up: script.transform.up));
Vector3 up = rotation * Vector3.up;
Vector3 forward = rotation * Vector3.forward;
Handles.DrawWireDisc(position, up, range.characterPosition.radius);
if (range.characterPosition.orbit) {
float mag = range.characterPosition.offset.magnitude;
if (mag - range.characterPosition.radius > 0f) {
Handles.DrawWireDisc(script.transform.position, up, mag - range.characterPosition.radius);
}
Handles.DrawWireDisc(script.transform.position, up, mag + range.characterPosition.radius);
}
Vector3 x = forward * range.characterPosition.radius;
Quaternion q = Quaternion.AngleAxis(-range.characterPosition.maxAngle, up);
Vector3 dir = q * x;
if (direction != Vector3.zero && range.characterPosition.maxAngle < 180f) {
Handles.DrawLine(position, position + x);
Inspector.DotCap(0, position + x, Quaternion.identity, range.characterPosition.radius * 0.01f);
}
Handles.Label(position - Vector3.up * index * 0.05f, "Character Position for Range " + index.ToString() + ": " + range.name);
Color color = Handles.color;
Color transparent = new Color(color.r, color.g, color.b, 0.3f);
Handles.color = transparent;
Handles.DrawSolidArc(position, up, dir, range.characterPosition.maxAngle * 2f, range.characterPosition.radius);
Handles.color = color;
}
private void DrawCameraPosition(InteractionTrigger.Range range, int index) {
if (range.cameraPosition.lookAtTarget == null) return;
Vector3 labelPosition = range.cameraPosition.lookAtTarget.transform.position - Vector3.up * index * 0.05f;
if (range.cameraPosition.direction == Vector3.zero) {
Handles.Label(labelPosition, "Camera Position direction is Vector3.zero for Range" + index.ToString() + ": " + range.name);
return;
}
if (range.cameraPosition.maxAngle <= 0f) {
Handles.Label(labelPosition, "Camera Position max angle is zero for Range" + index.ToString() + ": " + range.name);
return;
}
range.cameraPosition.maxDistance = Mathf.Max(range.cameraPosition.maxDistance, 0f);
if (range.cameraPosition.maxDistance <= 0f) {
Handles.Label(labelPosition, "Camera Position Max Distance is zero for Range" + index.ToString() + ": " + range.name);
return;
}
Quaternion targetRotation = range.cameraPosition.GetRotation();
Vector3 position = range.cameraPosition.lookAtTarget.transform.position;
Vector3 direction = targetRotation * range.cameraPosition.direction;
direction = direction.normalized * range.cameraPosition.maxDistance;
Handles.DrawLine(position, position + direction);
Inspector.DotCap(0, position + direction, Quaternion.identity, 0.005f);
Handles.Label(position + direction * 1.1f, "Camera Position for Range " + index.ToString() + ": " + range.name);
if (range.cameraPosition.maxAngle >= 180f) return;
float r = Mathf.Sin(range.cameraPosition.maxAngle * Mathf.Deg2Rad) * range.cameraPosition.maxDistance;
float d = Mathf.Cos(range.cameraPosition.maxAngle * Mathf.Deg2Rad) * range.cameraPosition.maxDistance;
Quaternion rotation = targetRotation * Quaternion.LookRotation(range.cameraPosition.direction);
Inspector.CircleCap(0, position + direction.normalized * d, rotation, r);
if (SceneView.lastActiveSceneView != null && SceneView.lastActiveSceneView.camera != null) {
//Vector3 c = Vector3.Cross(direction, SceneView.lastActiveSceneView.camera.transform.forward);
Vector3 c = Vector3.Cross(direction, (range.cameraPosition.lookAtTarget.transform.position - SceneView.lastActiveSceneView.camera.transform.position).normalized);
c = Vector3.Cross(direction, c);
Quaternion dirRotation = Quaternion.AngleAxis(range.cameraPosition.maxAngle, c);
Vector3 dir3 = dirRotation * direction;
Handles.DrawLine(position, position + dir3);
Vector3 dir4 = Quaternion.Inverse(dirRotation) * direction;
Handles.DrawLine(position, position + dir4);
Handles.DrawWireArc(position, -c, dir3, range.cameraPosition.maxAngle * 2, range.cameraPosition.maxDistance);
}
}
private static Color GetColor(int index) {
float i = (float)index + 1f;
return new Color(1f / i, i * 0.1f, (i * i) + 0.1f);
}
}
}