ScenePartition/Editor/ScenePartitionSceneViewEditor.cs
2023-07-03 00:47:53 +02:00

71 lines
2.6 KiB
C#

using UnityEditor;
using UnityEngine;
namespace VertexColor.ScenePartition.Editor
{
[InitializeOnLoad]
public class ScenePartitionSceneViewEditor : UnityEditor.Editor
{
private const int cellSize = 10;
static ScenePartitionSceneViewEditor()
{
SceneView.duringSceneGui += HandleDuringSceneGui;
}
private static void HandleDuringSceneGui(SceneView sceneView)
{
if (Event.current.modifiers != EventModifiers.Control) return;
Vector3 gridPosition = CalculateGridPosition(Event.current.mousePosition);
int gridId = SceneGrid.CalculateGridPosition(gridPosition, 10);
int x = Mathf.FloorToInt(gridPosition.x / cellSize);
int z = Mathf.FloorToInt(gridPosition.z / cellSize);
Vector3 cellOrign = new Vector3(x * cellSize, 0, z * cellSize);
Vector3[] lines = new Vector3[] {
new Vector3(0, 0, 0) + cellOrign, new Vector3(0, 0, cellSize) + cellOrign, // Left Bottom -> Left Top
new Vector3(cellSize, 0, 0) + cellOrign, new Vector3(cellSize, 0, cellSize) + cellOrign, // Right Bottom -> Right Top
new Vector3(0, 0, 0) + cellOrign, new Vector3(cellSize, 0, 0) + cellOrign, // Left Bottom -> Right Bottom
new Vector3(0, 0, cellSize) + cellOrign, new Vector3(cellSize, 0, cellSize) + cellOrign, // Left Top -> Right Top
};
Handles.DrawDottedLines(lines, 10.0f);
Handles.Label(cellOrign + new Vector3(cellSize * 0.5f, 0, cellSize * 0.5f), new GUIContent($"{gridId}"));
if (Event.current.button == 1 && Event.current.type == EventType.MouseDown)
{
GenericMenu menu = new GenericMenu();
menu.AddItem(new GUIContent($"Load {gridId}"), false, Load, gridId);
menu.ShowAsContext();
Event.current.Use();
}
SceneView.RepaintAll();
}
private static Vector3 CalculateGridPosition(Vector2 mousePosition)
{
if (Event.current == null) return Vector3.zero;
Ray ray = HandleUtility.GUIPointToWorldRay(mousePosition);
Plane plane = new Plane(Vector3.up, Vector3.zero); // Horizontal plane at y = 0
if (!plane.Raycast(ray, out float distance)) return Vector3.zero;
Vector3 intersectionPoint = ray.GetPoint(distance);
return intersectionPoint;
}
private static void Load(object gridId)
{
if (gridId == null) return;
if (gridId is not int gridPos) return;
}
}
}