using HutongGames.PlayMaker.Actions; using HutongGames.PlayMakerEditor; using UnityEditor; using UnityEngine; using System.Collections; namespace HutongGames.PlayMakerEditor { [CustomActionEditor(typeof(HutongGames.PlayMaker.Actions.MoveTowards))] public class MoveTowardsActionEditor : CustomActionEditor { public override bool OnGUI() { return DrawDefaultInspector(); } public override void OnSceneGUI() { var moveTowardsAction = (HutongGames.PlayMaker.Actions.MoveTowards) target; if (moveTowardsAction.UpdateTargetPos()) { var go = target.Fsm.GetOwnerDefaultTarget(moveTowardsAction.gameObject); var goTransform = go.transform; var goPosition = goTransform.position; var lookAtPosition = moveTowardsAction.GetTargetPos(); var lookAtVector = lookAtPosition - goPosition; if (lookAtVector == Vector3.zero) return; var lookAtRotation = Quaternion.LookRotation(lookAtVector); var handleSize = HandleUtility.GetHandleSize(goPosition); var arrowSize = handleSize*0.2f; var distance = (lookAtPosition - goPosition).magnitude; var goTarget = moveTowardsAction.targetObject.Value; // Position handles if (!moveTowardsAction.targetPosition.IsNone) { if (goTarget != null) { // Edit local offset from target object var goTargetTransform = goTarget.transform; var worldTargetPos = goTargetTransform.TransformPoint(moveTowardsAction.targetPosition.Value); moveTowardsAction.targetPosition.Value = goTargetTransform.InverseTransformPoint(Handles.PositionHandle(worldTargetPos, goTarget.transform.rotation)); Handles.color = new Color(1, 1, 1, 0.2f); Handles.DrawLine(goTargetTransform.position, moveTowardsAction.GetTargetPosWithVertical()); } else { // Edit world position moveTowardsAction.targetPosition.Value = Handles.PositionHandle(moveTowardsAction.targetPosition.Value, Quaternion.identity); } } // Target vector Handles.DrawLine(goPosition, lookAtPosition); #if UNITY_5_5_OR_NEWER Handles.ConeHandleCap(0, goPosition + lookAtVector.normalized * (distance - arrowSize * 0.7f), lookAtRotation, arrowSize, EventType.Repaint); // fudge factor to position cap correctly #else Handles.ConeCap(0, goPosition + lookAtVector.normalized * (distance - arrowSize * 0.7f), lookAtRotation, arrowSize); // fudge factor to position cap correctly #endif // Show vertical offset if (moveTowardsAction.ignoreVertical.Value) { Handles.DrawLine(lookAtPosition, moveTowardsAction.GetTargetPosWithVertical()); } if (GUI.changed) { FsmEditor.EditingActions(); FsmEditor.Repaint(true); } } } } }