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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace BNG {
public class EditorHandle : MonoBehaviour {
public bool ShowTransformName = false;
public float Radius = 0.000875f;
public Color BaseColor = new Color(255f, 255f, 255f, 0.1f);
#if UNITY_EDITOR
void OnEnable() {
this.gameObject.hideFlags = HideFlags.None;
this.gameObject.GetComponent<EditorHandle>().hideFlags = HideFlags.HideInInspector;
}
void OnDrawGizmos() {
var outlineColor = new Color(BaseColor.r, BaseColor.g, BaseColor.b, BaseColor.a - 0.025f);
var innerColor = new Color(BaseColor.r, BaseColor.g, BaseColor.b, BaseColor.a);
var sphereColor = new Color(BaseColor.r, BaseColor.g, BaseColor.b, 0.01f);
Vector3 normal = transform.position - UnityEditor.Handles.inverseMatrix.MultiplyPoint(Camera.current.transform.position);
float sqrMagnitude = normal.sqrMagnitude;
float num1 = Radius * Radius / sqrMagnitude;
float num2 = Mathf.Sqrt(Radius - num1);
UnityEditor.Handles.color = outlineColor;
UnityEditor.Handles.DrawWireDisc(transform.position - Radius * normal / sqrMagnitude, normal, num2 / 2);
UnityEditor.Handles.color = innerColor;
if(UnityEditor.Selection.activeGameObject == gameObject) {
UnityEditor.Handles.color = Color.yellow;
}
UnityEditor.Handles.DrawSolidDisc(transform.position - Radius * normal / sqrMagnitude, normal, num2 / 2.25f);
if (ShowTransformName) {
UnityEditor.Handles.Label(transform.position + new Vector3(0, -0.003f, 0), transform.name);
}
Gizmos.color = new Color(255f, 255f, 255f, 0.02f);
Gizmos.DrawSphere(transform.position, 0.003f);
}
#endif
}
}