A game about forced loneliness, made by TACStudios
at master 74 lines 2.4 kB view raw
1using UnityEngine; 2using UnityHandles = UnityEditor.Handles; 3using UnityTexture2D = UnityEngine.Texture2D; 4 5namespace UnityEditor.U2D.Sprites 6{ 7 internal interface IHandles 8 { 9 Color color { get; set; } 10 Matrix4x4 matrix { get; set; } 11 12 Vector3[] MakeBezierPoints(Vector3 startPosition, Vector3 endPosition, Vector3 startTangent, Vector3 endTangent, int division); 13 14 void DrawAAPolyLine(ITexture2D lineTex, float width, params Vector3[] points); 15 void DrawAAPolyLine(ITexture2D lineTex, params Vector3[] points); 16 17 void DrawLine(Vector3 p1, Vector3 p2); 18 19 void SetDiscSectionPoints(Vector3[] dest, Vector3 center, Vector3 normal, Vector3 from, float angle, float radius); 20 } 21 22 internal class HandlesSystem : IHandles 23 { 24 static IHandles m_System; 25 26 static public void SetSystem(IHandles system) 27 { 28 m_System = system; 29 } 30 31 static public IHandles GetSystem() 32 { 33 if (m_System == null) 34 m_System = new HandlesSystem(); 35 return m_System; 36 } 37 38 public Color color 39 { 40 get { return UnityHandles.color; } 41 set { UnityHandles.color = value; } 42 } 43 public Matrix4x4 matrix 44 { 45 get { return UnityHandles.matrix; } 46 set { UnityHandles.matrix = value; } 47 } 48 49 public Vector3[] MakeBezierPoints(Vector3 startPosition, Vector3 endPosition, Vector3 startTangent, Vector3 endTangent, int division) 50 { 51 return UnityHandles.MakeBezierPoints(startPosition, endPosition, startTangent, endTangent, division); 52 } 53 54 public void DrawAAPolyLine(ITexture2D lineTex, float width, params Vector3[] points) 55 { 56 UnityHandles.DrawAAPolyLine((UnityTexture2D)lineTex, width, points); 57 } 58 59 public void DrawAAPolyLine(ITexture2D lineTex, params Vector3[] points) 60 { 61 UnityHandles.DrawAAPolyLine((UnityTexture2D)lineTex, points); 62 } 63 64 public void DrawLine(Vector3 p1, Vector3 p2) 65 { 66 UnityHandles.DrawLine(p1, p2); 67 } 68 69 public void SetDiscSectionPoints(Vector3[] dest, Vector3 center, Vector3 normal, Vector3 from, float angle, float radius) 70 { 71 UnityHandles.SetDiscSectionPoints(dest, center, normal, from, angle, radius); 72 } 73 } 74}