PO/Library/PackageCache/com.unity.2d.path@4.0.2/Editor/IMGUI/CreatePointAction.cs

49 lines
1.4 KiB
C#

using System;
using UnityEngine;
using UnityEditor.U2D.Path.GUIFramework;
namespace UnityEditor.U2D.Path
{
public class CreatePointAction : ClickAction
{
private Control m_PointControl;
public Func<IGUIState, Vector2, Vector3> guiToWorld;
public Action<int, Vector3> onCreatePoint;
public CreatePointAction(Control pointControl, Control edgeControl) : base(edgeControl, 0, false)
{
m_PointControl = pointControl;
}
protected override void OnTrigger(IGUIState guiState)
{
base.OnTrigger(guiState);
var index = hoveredControl.layoutData.index;
var position = GetMousePositionWorld(guiState);
if (onCreatePoint != null)
onCreatePoint(index, position);
guiState.nearestControl = m_PointControl.ID;
var data = m_PointControl.layoutData;
data.index = index + 1;
data.position = position;
data.distance = 0f;
m_PointControl.layoutData = data;
guiState.changed = true;
}
private Vector3 GetMousePositionWorld(IGUIState guiState)
{
if (guiToWorld != null)
return guiToWorld(guiState, guiState.mousePosition);
return guiState.GUIToWorld(guiState.mousePosition, hoveredControl.layoutData.forward, hoveredControl.layoutData.position);
}
}
}