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;
namespace Fungus
{
[CanEditMultipleObjects]
[CustomEditor (typeof(PageBounds))]
public class PageBoundsEditor : Editor
{
void OnSceneGUI ()
{
PageBounds t = target as PageBounds;
// Render the parent view to help user position the page
Transform parent = t.transform.parent;
if (parent != null)
{
View view = parent.gameObject.GetComponent<View>();
if (view != null)
{
ViewEditor.DrawView(view);
}
}
if (t.enabled)
{
EditPageBounds();
}
if (GUI.changed)
{
EditorUtility.SetDirty(target);
}
}
void EditPageBounds()
{
PageBounds t = target as PageBounds;
Vector3 pos = t.transform.position;
Vector3[] verts = new Vector3[4];
verts[0] = new Vector3(pos.x + t.bounds.min.x, pos.y + t.bounds.min.y, 0);
verts[1] = new Vector3(pos.x + t.bounds.min.x, pos.y + t.bounds.max.y, 0);
verts[2] = new Vector3(pos.x + t.bounds.max.x, pos.y + t.bounds.max.y, 0);
verts[3] = new Vector3(pos.x + t.bounds.max.x, pos.y + t.bounds.min.y, 0);
Handles.DrawSolidRectangleWithOutline(verts, new Color(1,1,1,0.2f), new Color(0,0,0,1));
for(int i = 0; i < 4; ++i)
{
Vector3 vert = verts[i];
Vector3 newPos = Handles.FreeMoveHandle(vert,
Quaternion.identity,
HandleUtility.GetHandleSize(pos) * 0.1f,
Vector3.zero,
Handles.CubeCap);
newPos.z = 0;
verts[i] = newPos;
if (vert != newPos)
{
switch(i)
{
case 0:
verts[1].x = newPos.x;
verts[3].y = newPos.y;
break;
case 1:
verts[0].x = newPos.x;
verts[2].y = newPos.y;
break;
case 2:
verts[3].x = newPos.x;
verts[1].y = newPos.y;
break;
case 3:
verts[2].x = newPos.x;
verts[0].y = newPos.y;
break;
}
break;
}
}
Bounds newBounds = new Bounds(verts[0], Vector3.zero);
newBounds.Encapsulate(verts[1]);
newBounds.Encapsulate(verts[2]);
newBounds.Encapsulate(verts[3]);
t.transform.position = newBounds.center;
newBounds.center = Vector3.zero;
t.bounds = newBounds;
}
}
}