An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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using UnityEditor;
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using Fungus;
[CanEditMultipleObjects]
[CustomEditor (typeof(View))]
public class ViewEditor : Editor
{
// Draw Views when they're not selected
[DrawGizmo(GizmoType.NotSelected)]
static void RenderCustomGizmo(Transform objectTransform, GizmoType gizmoType)
{
View view = objectTransform.gameObject.GetComponent<View>();
if (view != null)
{
DrawView(view);
}
}
void OnSceneGUI ()
{
View t = target as View;
if (t.enabled)
{
EditViewBounds();
}
if (GUI.changed)
{
EditorUtility.SetDirty(target);
}
}
void EditViewBounds()
{
View view = target as View;
DrawView(view);
Vector3 pos = view.transform.position;
float viewSize = CalculateLocalViewSize(view);
Vector3[] handles = new Vector3[2];
handles[0] = view.transform.TransformPoint(new Vector3(0, -viewSize, 0));
handles[1] = view.transform.TransformPoint(new Vector3(0, viewSize, 0));
Handles.color = view.primaryColor;
for (int i = 0; i < 2; ++i)
{
Vector3 newPos = Handles.FreeMoveHandle(handles[i],
Quaternion.identity,
HandleUtility.GetHandleSize(pos) * 0.1f,
Vector3.zero,
Handles.CubeCap);
if (newPos != handles[i])
{
Undo.RecordObject(view, "Changed view size");
view.viewSize = (newPos - pos).magnitude;
break;
}
}
}
public static void DrawView(View view)
{
float height = CalculateLocalViewSize(view);
float widthA = height * view.primaryAspectRatio;
float widthB = height * view.secondaryAspectRatio;
// Draw left box
{
Vector3[] verts = new Vector3[4];
verts[0] = view.transform.TransformPoint(new Vector3(-widthB, -height, 0));
verts[1] = view.transform.TransformPoint(new Vector3(-widthB, height, 0));
verts[2] = view.transform.TransformPoint(new Vector3(-widthA, height, 0));
verts[3] = view.transform.TransformPoint(new Vector3(-widthA, -height, 0));
Handles.DrawSolidRectangleWithOutline(verts, view.secondaryColor, view.primaryColor );
}
// Draw right box
{
Vector3[] verts = new Vector3[4];
verts[0] = view.transform.TransformPoint(new Vector3(widthA, -height, 0));
verts[1] = view.transform.TransformPoint(new Vector3(widthA, height, 0));
verts[2] = view.transform.TransformPoint(new Vector3(widthB, height, 0));
verts[3] = view.transform.TransformPoint(new Vector3(widthB, -height, 0));
Handles.DrawSolidRectangleWithOutline(verts, view.secondaryColor, view.primaryColor );
}
// Draw center box
{
Vector3[] verts = new Vector3[4];
verts[0] = view.transform.TransformPoint(new Vector3(-widthA, -height, 0));
verts[1] = view.transform.TransformPoint(new Vector3(-widthA, height, 0));
verts[2] = view.transform.TransformPoint(new Vector3(widthA, height, 0));
verts[3] = view.transform.TransformPoint(new Vector3(widthA, -height, 0));
Handles.DrawSolidRectangleWithOutline(verts, new Color(1,1,1,0f), view.primaryColor );
}
}
// Calculate view size in local coordinates
// Kinda expensive, but accurate and only called in editor.
static float CalculateLocalViewSize(View view)
{
return view.transform.InverseTransformPoint(view.transform.position + new Vector3(0, view.viewSize, 0)).magnitude;
}
}