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using UnityEngine;
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namespace MoreMountains.Tools
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{
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/// <summary>
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/// Add this component to an object and it'll let you display a gizmo for its position or collider, and an optional text
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/// </summary>
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public class MMGizmo : MonoBehaviour
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{
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/// <summary>
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/// the possible types of gizmos to display
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/// </summary>
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public enum GizmoTypes { None, Collider, Position }
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/// <summary>
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/// whether to display gizmos always or only when the object is selected
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/// </summary>
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public enum DisplayModes { Always, OnlyWhenSelected }
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/// <summary>
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/// the shape of the gizmo to display the position of the object
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/// </summary>
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public enum PositionModes
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{
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Point, Cube, WireCube, Sphere, WireSphere, Texture, Arrows, RightArrow, UpArrow, ForwardArrow,
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Lines, RightLine, UpLine, ForwardLine
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}
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/// <summary>
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/// what to display as text for that gizmo
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/// </summary>
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public enum TextModes { GameObjectName, CustomText, Position, Rotation, Scale, Property }
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/// <summary>
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/// when displaying a collider, whether to display a full or wire gizmo
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/// </summary>
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public enum ColliderRenderTypes { Full, Wire }
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[Header("Modes")]
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/// if this is true, gizmos will be displayed, if this is false, gizmos won't be displayed
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[Tooltip("if this is true, gizmos will be displayed, if this is false, gizmos won't be displayed")]
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public bool DisplayGizmo = true;
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/// what the gizmos should represent. Collider will show the bounds of the associated collider, Position will show the position of the object
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[Tooltip("what the gizmos should represent. Collider will show the bounds of the associated collider, Position will show the position of the object")]
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public GizmoTypes GizmoType = GizmoTypes.Position;
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/// whether gizmos should always be displayed, or only when selected
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[Tooltip("whether gizmos should always be displayed, or only when selected")]
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public DisplayModes DisplayMode = DisplayModes.Always;
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[Header("Settings")]
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/// the color of the collider or position gizmo
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[Tooltip("the color of the collider or position gizmo")]
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public Color GizmoColor = MMColors.ReunoYellow;
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/// the shape of the gizmo when in position mode
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[Tooltip("the shape of the gizmo when in position mode")]
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[MMEnumCondition("GizmoType", (int)GizmoTypes.Position)]
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public PositionModes PositionMode = PositionModes.Point;
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/// the texture to display as a gizmo when in position & texture mode
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[Tooltip("the texture to display as a gizmo when in position & texture mode")]
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[MMEnumCondition("PositionMode", (int)PositionModes.Texture)]
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public Texture PositionTexture;
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/// the size of the texture to display as a gizmo
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[Tooltip("the size of the texture to display as a gizmo")]
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[MMEnumCondition("PositionMode", (int)PositionModes.Texture)]
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public Vector2 TextureSize = new Vector2(50f,50f);
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/// the size of the gizmo when in position mode
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[Tooltip("the size of the gizmo when in position mode")]
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[MMEnumCondition("GizmoType", (int)GizmoTypes.Position)]
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public float PositionSize = 0.2f;
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/// whether to display the collider gizmo as a wire or a full mesh
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[Tooltip("whether to display the collider gizmo as a wire or a full mesh")]
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[MMEnumCondition("GizmoType", (int)GizmoTypes.Collider)]
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public ColliderRenderTypes ColliderRenderType = ColliderRenderTypes.Full;
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/// the distance from the scene view camera beyond which the gizmo won't be displayed
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[Tooltip("the distance from the scene view camera beyond which the gizmo won't be displayed")]
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public float ViewDistance = 20f;
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[Header("Offsets")]
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/// an offset to apply when drawing a collider or position gizmo
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[Tooltip("an offset to apply when drawing a collider or position gizmo")]
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public Vector3 GizmoOffset = Vector3.zero;
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/// whether or not to lock the position of the gizmo on the x axis, regardless of the position of the object
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[Tooltip("whether or not to lock the position of the gizmo on the x axis, regardless of the position of the object")]
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public bool LockX = false;
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/// the position at which to put the gizmo when locked on the x axis
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[Tooltip("the position at which to put the gizmo when locked on the x axis")]
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[MMCondition("LockX", true)]
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public float LockedX = 0f;
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/// whether or not to lock the position of the gizmo on the y axis, regardless of the position of the object
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[Tooltip("whether or not to lock the position of the gizmo on the y axis, regardless of the position of the object")]
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public bool LockY = false;
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/// the position at which to put the gizmo when locked on the y axis
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[Tooltip("the position at which to put the gizmo when locked on the y axis")]
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[MMCondition("LockY", true)]
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public float LockedY = 0f;
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/// whether or not to lock the position of the gizmo on the z axis, regardless of the position of the object
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[Tooltip("whether or not to lock the position of the gizmo on the z axis, regardless of the position of the object")]
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public bool LockZ = false;
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/// the position at which to put the gizmo when locked on the z axis
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[Tooltip("the position at which to put the gizmo when locked on the z axis")]
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[MMCondition("LockZ", true)]
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public float LockedZ = 0f;
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[Header("Text")]
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/// whether or not to display text on that gizmo
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[Tooltip("whether or not to display text on that gizmo")]
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public bool DisplayText = false;
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/// what to display as text for that gizmo (some custom text, the object's name, position, rotation, scale, or a target property)
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[Tooltip("what to display as text for that gizmo (some custom text, the object's name, position, rotation, scale, or a target property)")]
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[MMCondition("DisplayText", true)]
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public TextModes TextMode;
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/// when in CustomText mode, the text to display on that gizmo
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[Tooltip("when in CustomText mode, the text to display on that gizmo")]
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[MMEnumCondition("TextMode", (int)TextModes.CustomText)]
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public string TextToDisplay = "Some Text";
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/// the offset to apply to the text
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[Tooltip("the offset to apply to the text")]
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[MMCondition("DisplayText", true)]
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public Vector3 TextOffset = new Vector3(0f, 0.5f, 0f);
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/// what style to use for the text's font
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[Tooltip("what style to use for the text's font")]
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[MMCondition("DisplayText", true)]
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public FontStyle TextFontStyle = FontStyle.Normal;
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/// the size of the text's font
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[Tooltip("the size of the text's font")]
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[MMCondition("DisplayText", true)]
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public int TextSize = 12;
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/// the color in which to display the gizmo's text
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[Tooltip("the color in which to display the gizmo's text")]
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[MMCondition("DisplayText", true)]
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public Color TextColor = MMColors.ReunoYellow;
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/// the color of the background behind the text
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[Tooltip("the color of the background behind the text")]
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[MMCondition("DisplayText", true)]
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public Color TextBackgroundColor = new Color(0,0,0,0.3f);
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/// the padding to apply to the text's background
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[Tooltip("the padding to apply to the text's background")]
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[MMCondition("DisplayText", true)]
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public Vector4 TextPadding = new Vector4(5,0,5,0);
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/// the distance from the scene view camera beyond which the gizmo text won't be displayed
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[Tooltip("the distance from the scene view camera beyond which the gizmo text won't be displayed")]
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[MMCondition("DisplayText", true)]
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public float TextMaxDistance = 14f;
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/// when in Property mode, the property whose value to display on the gizmo
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[Tooltip("when in Property mode, the property whose value to display on the gizmo")]
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public MMPropertyPicker TargetProperty;
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public bool Initialized { get; set; }
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public SphereCollider _sphereCollider { get; set; }
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public BoxCollider _boxCollider { get; set; }
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public MeshCollider _meshCollider { get; set; }
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public CircleCollider2D _circleCollider2D { get; set; }
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public BoxCollider2D _boxCollider2D { get; set; }
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public Vector3 _vector3Zero { get; set; }
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public Vector3 _newPosition { get; set; }
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public Vector2 _worldToGUIPosition { get; set; }
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public Rect _textureRect { get; set; }
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public GUIStyle _textGUIStyle { get; set; }
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public string _textToDisplay { get; set; }
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public bool _sphereColliderNotNull { get; set; }
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public bool _boxColliderNotNull { get; set; }
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public bool _meshColliderNotNull { get; set; }
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public bool _circleCollider2DNotNull { get; set; }
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public bool _boxCollider2DNotNull { get; set; }
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public bool _positionTextureNotNull { get; set; }
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#if UNITY_EDITOR
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/// <summary>
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/// On awake we initialize our property
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/// </summary>
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protected virtual void Awake()
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{
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TargetProperty.Initialization(this.gameObject);
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}
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#else
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/// <summary>
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/// If we're not in editor, we disable ourselves
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/// </summary>
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protected virtual void Awake()
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{
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this.enabled = false;
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}
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#endif
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}
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}
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