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CrowdControl/Assets/Feel/MMTools/Tools/MMGizmos/MMGizmo.cs

191 lines
8.6 KiB
C#

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