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