1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374 |
- using UnityEngine;
- using UnityHandles = UnityEditor.Handles;
- using UnityTexture2D = UnityEngine.Texture2D;
- namespace UnityEditor.U2D.Sprites
- {
- internal interface IHandles
- {
- Color color { get; set; }
- Matrix4x4 matrix { get; set; }
- Vector3[] MakeBezierPoints(Vector3 startPosition, Vector3 endPosition, Vector3 startTangent, Vector3 endTangent, int division);
- void DrawAAPolyLine(ITexture2D lineTex, float width, params Vector3[] points);
- void DrawAAPolyLine(ITexture2D lineTex, params Vector3[] points);
- void DrawLine(Vector3 p1, Vector3 p2);
- void SetDiscSectionPoints(Vector3[] dest, Vector3 center, Vector3 normal, Vector3 from, float angle, float radius);
- }
- internal class HandlesSystem : IHandles
- {
- static IHandles m_System;
- static public void SetSystem(IHandles system)
- {
- m_System = system;
- }
- static public IHandles GetSystem()
- {
- if (m_System == null)
- m_System = new HandlesSystem();
- return m_System;
- }
- public Color color
- {
- get { return UnityHandles.color; }
- set { UnityHandles.color = value; }
- }
- public Matrix4x4 matrix
- {
- get { return UnityHandles.matrix; }
- set { UnityHandles.matrix = value; }
- }
- public Vector3[] MakeBezierPoints(Vector3 startPosition, Vector3 endPosition, Vector3 startTangent, Vector3 endTangent, int division)
- {
- return UnityHandles.MakeBezierPoints(startPosition, endPosition, startTangent, endTangent, division);
- }
- public void DrawAAPolyLine(ITexture2D lineTex, float width, params Vector3[] points)
- {
- UnityHandles.DrawAAPolyLine((UnityTexture2D)lineTex, width, points);
- }
- public void DrawAAPolyLine(ITexture2D lineTex, params Vector3[] points)
- {
- UnityHandles.DrawAAPolyLine((UnityTexture2D)lineTex, points);
- }
- public void DrawLine(Vector3 p1, Vector3 p2)
- {
- UnityHandles.DrawLine(p1, p2);
- }
- public void SetDiscSectionPoints(Vector3[] dest, Vector3 center, Vector3 normal, Vector3 from, float angle, float radius)
- {
- UnityHandles.SetDiscSectionPoints(dest, center, normal, from, angle, radius);
- }
- }
- }
|