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CrowdControl/Assets/Feel/MMTools/Tools/MMSprites/MMLineRendererCircle.cs

175 lines
4.4 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace MoreMountains.Tools
{
[RequireComponent(typeof(LineRenderer))]
public class MMLineRendererCircle : MonoBehaviour
{
/// the possible axis
public enum DrawAxis { X, Y, Z };
[Header("Draw Axis")]
/// the axis on which to draw the circle
[Tooltip("the axis on which to draw the circle")]
public DrawAxis Axis = DrawAxis.Z;
/// the distance by which to push the circle on the draw axis
[Tooltip("the distance by which to push the circle on the draw axis")]
public float NormalOffset = 0;
[Header("Geometry")]
/// the amount of segments on the line renderer. More segments, more smoothness, more performance cost
[Tooltip("the amount of segments on the line renderer. More segments, more smoothness, more performance cost")]
[Range(0, 2000)]
public int PositionsCount = 60;
[Header("Shape")]
/// the length of the circle's horizontal radius
[Tooltip("the length of the circle's horizontal radius")]
public float HorizontalRadius = 10;
/// the length of the circle's vertical radius
[Tooltip("the length of the circle's vertical radius")]
public float VerticalRadius = 10;
[Header("Debug")]
/// if this is true, the circle will be redrawn every time you change a value in the inspector, otherwise you'll have to call the DrawCircle method (or press the debug button below)
[Tooltip("if this is true, the circle will be redrawn every time you change a value in the inspector, otherwise you'll have to call the DrawCircle method (or press the debug button below)")]
public bool AutoRedrawOnValuesChange = false;
/// a test button used to call the DrawCircle method
[MMInspectorButton("DrawCircle")]
public bool DrawCircleButton;
protected LineRenderer _line;
protected Vector3 _newPosition;
protected float _angle, _x, _y, _z;
/// <summary>
/// On Awake we initialize our line renderer and draw our circle
/// </summary>
protected virtual void Awake()
{
Initialization();
DrawCircle();
}
/// <summary>
/// Grabs the line renderer and sets it up
/// </summary>
protected virtual void Initialization()
{
_line = gameObject.GetComponent<LineRenderer>();
_line.positionCount = PositionsCount + 1;
_line.useWorldSpace = false;
}
/// <summary>
/// Sets all point positions for our line renderer
/// </summary>
public virtual void DrawCircle()
{
_angle = 0f;
_z = NormalOffset;
switch(Axis)
{
case DrawAxis.X:
DrawCircleX();
break;
case DrawAxis.Y:
DrawCircleY();
break;
case DrawAxis.Z:
DrawCircleZ();
break;
}
}
/// <summary>
/// Computes the x position of the new point
/// </summary>
/// <returns></returns>
protected virtual float ComputeX()
{
return Mathf.Cos (Mathf.Deg2Rad * _angle) * HorizontalRadius;
}
/// <summary>
/// Computes the y position of the new point
/// </summary>
/// <returns></returns>
protected virtual float ComputeY()
{
return Mathf.Sin (Mathf.Deg2Rad * _angle) * VerticalRadius;
}
/// <summary>
/// Draws a circle on the x axis
/// </summary>
protected virtual void DrawCircleX()
{
for (int i = 0; i < (PositionsCount + 1); i++)
{
_x = ComputeX();
_y = ComputeY();
_newPosition.x = _z;
_newPosition.y = _y;
_newPosition.z = _x;
_line.SetPosition(i, _newPosition);
_angle += (360f / PositionsCount);
}
}
/// <summary>
/// Draws a circle on the y axis
/// </summary>
protected virtual void DrawCircleY()
{
for (int i = 0; i < (PositionsCount + 1); i++)
{
_x = ComputeX();
_y = ComputeY();
_newPosition.x = _y;
_newPosition.y = _z;
_newPosition.z = _x;
_line.SetPosition(i, _newPosition);
_angle += (360f / PositionsCount);
}
}
/// <summary>
/// Draws a circle on the z axis
/// </summary>
protected virtual void DrawCircleZ()
{
for (int i = 0; i < (PositionsCount + 1); i++)
{
_x = ComputeX();
_y = ComputeY();
_newPosition.x = _x;
_newPosition.y = _y;
_newPosition.z = _z;
_line.SetPosition(i, _newPosition);
_angle += (360f / PositionsCount);
}
}
/// <summary>
/// On Validate we redraw our circle if needed
/// </summary>
protected virtual void OnValidate()
{
if (AutoRedrawOnValuesChange)
{
DrawCircle();
}
}
}
}