Parking/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextInfoDebugTool.cs

653 lines
30 KiB
C#
Raw Normal View History

2022-08-25 17:58:26 +02:00
using System;
using UnityEngine;
using System.Collections;
using UnityEditor;
namespace TMPro.Examples
{
public class TMP_TextInfoDebugTool : MonoBehaviour
{
// Since this script is used for debugging, we exclude it from builds.
// TODO: Rework this script to make it into an editor utility.
#if UNITY_EDITOR
public bool ShowCharacters;
public bool ShowWords;
public bool ShowLinks;
public bool ShowLines;
public bool ShowMeshBounds;
public bool ShowTextBounds;
[Space(10)]
[TextArea(2, 2)]
public string ObjectStats;
[SerializeField]
private TMP_Text m_TextComponent;
private Transform m_Transform;
private TMP_TextInfo m_TextInfo;
private float m_ScaleMultiplier;
private float m_HandleSize;
void OnDrawGizmos()
{
if (m_TextComponent == null)
{
m_TextComponent = GetComponent<TMP_Text>();
if (m_TextComponent == null)
return;
}
m_Transform = m_TextComponent.transform;
// Get a reference to the text object's textInfo
m_TextInfo = m_TextComponent.textInfo;
// Update Text Statistics
ObjectStats = "Characters: " + m_TextInfo.characterCount + " Words: " + m_TextInfo.wordCount + " Spaces: " + m_TextInfo.spaceCount + " Sprites: " + m_TextInfo.spriteCount + " Links: " + m_TextInfo.linkCount
+ "\nLines: " + m_TextInfo.lineCount + " Pages: " + m_TextInfo.pageCount;
// Get the handle size for drawing the various
m_ScaleMultiplier = m_TextComponent.GetType() == typeof(TextMeshPro) ? 1 : 0.1f;
m_HandleSize = HandleUtility.GetHandleSize(m_Transform.position) * m_ScaleMultiplier;
// Draw line metrics
#region Draw Lines
if (ShowLines)
DrawLineBounds();
#endregion
// Draw word metrics
#region Draw Words
if (ShowWords)
DrawWordBounds();
#endregion
// Draw character metrics
#region Draw Characters
if (ShowCharacters)
DrawCharactersBounds();
#endregion
// Draw Quads around each of the words
#region Draw Links
if (ShowLinks)
DrawLinkBounds();
#endregion
// Draw Quad around the bounds of the text
#region Draw Bounds
if (ShowMeshBounds)
DrawBounds();
#endregion
// Draw Quad around the rendered region of the text.
#region Draw Text Bounds
if (ShowTextBounds)
DrawTextBounds();
#endregion
}
/// <summary>
/// Method to draw a rectangle around each character.
/// </summary>
/// <param name="text"></param>
void DrawCharactersBounds()
{
int characterCount = m_TextInfo.characterCount;
for (int i = 0; i < characterCount; i++)
{
// Draw visible as well as invisible characters
TMP_CharacterInfo characterInfo = m_TextInfo.characterInfo[i];
bool isCharacterVisible = i < m_TextComponent.maxVisibleCharacters &&
characterInfo.lineNumber < m_TextComponent.maxVisibleLines &&
i >= m_TextComponent.firstVisibleCharacter;
if (m_TextComponent.overflowMode == TextOverflowModes.Page)
isCharacterVisible = isCharacterVisible && characterInfo.pageNumber + 1 == m_TextComponent.pageToDisplay;
if (!isCharacterVisible)
continue;
float dottedLineSize = 6;
// Get Bottom Left and Top Right position of the current character
Vector3 bottomLeft = m_Transform.TransformPoint(characterInfo.bottomLeft);
Vector3 topLeft = m_Transform.TransformPoint(new Vector3(characterInfo.topLeft.x, characterInfo.topLeft.y, 0));
Vector3 topRight = m_Transform.TransformPoint(characterInfo.topRight);
Vector3 bottomRight = m_Transform.TransformPoint(new Vector3(characterInfo.bottomRight.x, characterInfo.bottomRight.y, 0));
// Draw character bounds
if (characterInfo.isVisible)
{
Color color = Color.green;
DrawDottedRectangle(bottomLeft, topRight, color);
}
else
{
Color color = Color.grey;
float whiteSpaceAdvance = Math.Abs(characterInfo.origin - characterInfo.xAdvance) > 0.01f ? characterInfo.xAdvance : characterInfo.origin + (characterInfo.ascender - characterInfo.descender) * 0.03f;
DrawDottedRectangle(m_Transform.TransformPoint(new Vector3(characterInfo.origin, characterInfo.descender, 0)), m_Transform.TransformPoint(new Vector3(whiteSpaceAdvance, characterInfo.ascender, 0)), color, 4);
}
float origin = characterInfo.origin;
float advance = characterInfo.xAdvance;
float ascentline = characterInfo.ascender;
float baseline = characterInfo.baseLine;
float descentline = characterInfo.descender;
//Draw Ascent line
Vector3 ascentlineStart = m_Transform.TransformPoint(new Vector3(origin, ascentline, 0));
Vector3 ascentlineEnd = m_Transform.TransformPoint(new Vector3(advance, ascentline, 0));
Handles.color = Color.cyan;
Handles.DrawDottedLine(ascentlineStart, ascentlineEnd, dottedLineSize);
// Draw Cap Height & Mean line
float capline = characterInfo.fontAsset == null ? 0 : baseline + characterInfo.fontAsset.faceInfo.capLine * characterInfo.scale;
Vector3 capHeightStart = new Vector3(topLeft.x, m_Transform.TransformPoint(new Vector3(0, capline, 0)).y, 0);
Vector3 capHeightEnd = new Vector3(topRight.x, m_Transform.TransformPoint(new Vector3(0, capline, 0)).y, 0);
float meanline = characterInfo.fontAsset == null ? 0 : baseline + characterInfo.fontAsset.faceInfo.meanLine * characterInfo.scale;
Vector3 meanlineStart = new Vector3(topLeft.x, m_Transform.TransformPoint(new Vector3(0, meanline, 0)).y, 0);
Vector3 meanlineEnd = new Vector3(topRight.x, m_Transform.TransformPoint(new Vector3(0, meanline, 0)).y, 0);
if (characterInfo.isVisible)
{
// Cap line
Handles.color = Color.cyan;
Handles.DrawDottedLine(capHeightStart, capHeightEnd, dottedLineSize);
// Mean line
Handles.color = Color.cyan;
Handles.DrawDottedLine(meanlineStart, meanlineEnd, dottedLineSize);
}
//Draw Base line
Vector3 baselineStart = m_Transform.TransformPoint(new Vector3(origin, baseline, 0));
Vector3 baselineEnd = m_Transform.TransformPoint(new Vector3(advance, baseline, 0));
Handles.color = Color.cyan;
Handles.DrawDottedLine(baselineStart, baselineEnd, dottedLineSize);
//Draw Descent line
Vector3 descentlineStart = m_Transform.TransformPoint(new Vector3(origin, descentline, 0));
Vector3 descentlineEnd = m_Transform.TransformPoint(new Vector3(advance, descentline, 0));
Handles.color = Color.cyan;
Handles.DrawDottedLine(descentlineStart, descentlineEnd, dottedLineSize);
// Draw Origin
Vector3 originPosition = m_Transform.TransformPoint(new Vector3(origin, baseline, 0));
DrawCrosshair(originPosition, 0.05f / m_ScaleMultiplier, Color.cyan);
// Draw Horizontal Advance
Vector3 advancePosition = m_Transform.TransformPoint(new Vector3(advance, baseline, 0));
DrawSquare(advancePosition, 0.025f / m_ScaleMultiplier, Color.yellow);
DrawCrosshair(advancePosition, 0.0125f / m_ScaleMultiplier, Color.yellow);
// Draw text labels for metrics
if (m_HandleSize < 0.5f)
{
GUIStyle style = new GUIStyle(GUI.skin.GetStyle("Label"));
style.normal.textColor = new Color(0.6f, 0.6f, 0.6f, 1.0f);
style.fontSize = 12;
style.fixedWidth = 200;
style.fixedHeight = 20;
Vector3 labelPosition;
float center = (origin + advance) / 2;
//float baselineMetrics = 0;
//float ascentlineMetrics = ascentline - baseline;
//float caplineMetrics = capline - baseline;
//float meanlineMetrics = meanline - baseline;
//float descentlineMetrics = descentline - baseline;
// Ascent Line
labelPosition = m_Transform.TransformPoint(new Vector3(center, ascentline, 0));
style.alignment = TextAnchor.UpperCenter;
Handles.Label(labelPosition, "Ascent Line", style);
//Handles.Label(labelPosition, "Ascent Line (" + ascentlineMetrics.ToString("f3") + ")" , style);
// Base Line
labelPosition = m_Transform.TransformPoint(new Vector3(center, baseline, 0));
Handles.Label(labelPosition, "Base Line", style);
//Handles.Label(labelPosition, "Base Line (" + baselineMetrics.ToString("f3") + ")" , style);
// Descent line
labelPosition = m_Transform.TransformPoint(new Vector3(center, descentline, 0));
Handles.Label(labelPosition, "Descent Line", style);
//Handles.Label(labelPosition, "Descent Line (" + descentlineMetrics.ToString("f3") + ")" , style);
if (characterInfo.isVisible)
{
// Cap Line
labelPosition = m_Transform.TransformPoint(new Vector3(center, capline, 0));
style.alignment = TextAnchor.UpperCenter;
Handles.Label(labelPosition, "Cap Line", style);
//Handles.Label(labelPosition, "Cap Line (" + caplineMetrics.ToString("f3") + ")" , style);
// Mean Line
labelPosition = m_Transform.TransformPoint(new Vector3(center, meanline, 0));
style.alignment = TextAnchor.UpperCenter;
Handles.Label(labelPosition, "Mean Line", style);
//Handles.Label(labelPosition, "Mean Line (" + ascentlineMetrics.ToString("f3") + ")" , style);
// Origin
labelPosition = m_Transform.TransformPoint(new Vector3(origin, baseline, 0));
style.alignment = TextAnchor.UpperRight;
Handles.Label(labelPosition, "Origin ", style);
// Advance
labelPosition = m_Transform.TransformPoint(new Vector3(advance, baseline, 0));
style.alignment = TextAnchor.UpperLeft;
Handles.Label(labelPosition, " Advance", style);
}
}
}
}
/// <summary>
/// Method to draw rectangles around each word of the text.
/// </summary>
/// <param name="text"></param>
void DrawWordBounds()
{
for (int i = 0; i < m_TextInfo.wordCount; i++)
{
TMP_WordInfo wInfo = m_TextInfo.wordInfo[i];
bool isBeginRegion = false;
Vector3 bottomLeft = Vector3.zero;
Vector3 topLeft = Vector3.zero;
Vector3 bottomRight = Vector3.zero;
Vector3 topRight = Vector3.zero;
float maxAscender = -Mathf.Infinity;
float minDescender = Mathf.Infinity;
Color wordColor = Color.green;
// Iterate through each character of the word
for (int j = 0; j < wInfo.characterCount; j++)
{
int characterIndex = wInfo.firstCharacterIndex + j;
TMP_CharacterInfo currentCharInfo = m_TextInfo.characterInfo[characterIndex];
int currentLine = currentCharInfo.lineNumber;
bool isCharacterVisible = characterIndex > m_TextComponent.maxVisibleCharacters ||
currentCharInfo.lineNumber > m_TextComponent.maxVisibleLines ||
(m_TextComponent.overflowMode == TextOverflowModes.Page && currentCharInfo.pageNumber + 1 != m_TextComponent.pageToDisplay) ? false : true;
// Track Max Ascender and Min Descender
maxAscender = Mathf.Max(maxAscender, currentCharInfo.ascender);
minDescender = Mathf.Min(minDescender, currentCharInfo.descender);
if (isBeginRegion == false && isCharacterVisible)
{
isBeginRegion = true;
bottomLeft = new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.descender, 0);
topLeft = new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.ascender, 0);
//Debug.Log("Start Word Region at [" + currentCharInfo.character + "]");
// If Word is one character
if (wInfo.characterCount == 1)
{
isBeginRegion = false;
topLeft = m_Transform.TransformPoint(new Vector3(topLeft.x, maxAscender, 0));
bottomLeft = m_Transform.TransformPoint(new Vector3(bottomLeft.x, minDescender, 0));
bottomRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, minDescender, 0));
topRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, maxAscender, 0));
// Draw Region
DrawRectangle(bottomLeft, topLeft, topRight, bottomRight, wordColor);
//Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
}
}
// Last Character of Word
if (isBeginRegion && j == wInfo.characterCount - 1)
{
isBeginRegion = false;
topLeft = m_Transform.TransformPoint(new Vector3(topLeft.x, maxAscender, 0));
bottomLeft = m_Transform.TransformPoint(new Vector3(bottomLeft.x, minDescender, 0));
bottomRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, minDescender, 0));
topRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, maxAscender, 0));
// Draw Region
DrawRectangle(bottomLeft, topLeft, topRight, bottomRight, wordColor);
//Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
}
// If Word is split on more than one line.
else if (isBeginRegion && currentLine != m_TextInfo.characterInfo[characterIndex + 1].lineNumber)
{
isBeginRegion = false;
topLeft = m_Transform.TransformPoint(new Vector3(topLeft.x, maxAscender, 0));
bottomLeft = m_Transform.TransformPoint(new Vector3(bottomLeft.x, minDescender, 0));
bottomRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, minDescender, 0));
topRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, maxAscender, 0));
// Draw Region
DrawRectangle(bottomLeft, topLeft, topRight, bottomRight, wordColor);
//Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
maxAscender = -Mathf.Infinity;
minDescender = Mathf.Infinity;
}
}
//Debug.Log(wInfo.GetWord(m_TextMeshPro.textInfo.characterInfo));
}
}
/// <summary>
/// Draw rectangle around each of the links contained in the text.
/// </summary>
/// <param name="text"></param>
void DrawLinkBounds()
{
TMP_TextInfo textInfo = m_TextComponent.textInfo;
for (int i = 0; i < textInfo.linkCount; i++)
{
TMP_LinkInfo linkInfo = textInfo.linkInfo[i];
bool isBeginRegion = false;
Vector3 bottomLeft = Vector3.zero;
Vector3 topLeft = Vector3.zero;
Vector3 bottomRight = Vector3.zero;
Vector3 topRight = Vector3.zero;
float maxAscender = -Mathf.Infinity;
float minDescender = Mathf.Infinity;
Color32 linkColor = Color.cyan;
// Iterate through each character of the link text
for (int j = 0; j < linkInfo.linkTextLength; j++)
{
int characterIndex = linkInfo.linkTextfirstCharacterIndex + j;
TMP_CharacterInfo currentCharInfo = textInfo.characterInfo[characterIndex];
int currentLine = currentCharInfo.lineNumber;
bool isCharacterVisible = characterIndex > m_TextComponent.maxVisibleCharacters ||
currentCharInfo.lineNumber > m_TextComponent.maxVisibleLines ||
(m_TextComponent.overflowMode == TextOverflowModes.Page && currentCharInfo.pageNumber + 1 != m_TextComponent.pageToDisplay) ? false : true;
// Track Max Ascender and Min Descender
maxAscender = Mathf.Max(maxAscender, currentCharInfo.ascender);
minDescender = Mathf.Min(minDescender, currentCharInfo.descender);
if (isBeginRegion == false && isCharacterVisible)
{
isBeginRegion = true;
bottomLeft = new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.descender, 0);
topLeft = new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.ascender, 0);
//Debug.Log("Start Word Region at [" + currentCharInfo.character + "]");
// If Link is one character
if (linkInfo.linkTextLength == 1)
{
isBeginRegion = false;
topLeft = m_Transform.TransformPoint(new Vector3(topLeft.x, maxAscender, 0));
bottomLeft = m_Transform.TransformPoint(new Vector3(bottomLeft.x, minDescender, 0));
bottomRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, minDescender, 0));
topRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, maxAscender, 0));
// Draw Region
DrawRectangle(bottomLeft, topLeft, topRight, bottomRight, linkColor);
//Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
}
}
// Last Character of Link
if (isBeginRegion && j == linkInfo.linkTextLength - 1)
{
isBeginRegion = false;
topLeft = m_Transform.TransformPoint(new Vector3(topLeft.x, maxAscender, 0));
bottomLeft = m_Transform.TransformPoint(new Vector3(bottomLeft.x, minDescender, 0));
bottomRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, minDescender, 0));
topRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, maxAscender, 0));
// Draw Region
DrawRectangle(bottomLeft, topLeft, topRight, bottomRight, linkColor);
//Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
}
// If Link is split on more than one line.
else if (isBeginRegion && currentLine != textInfo.characterInfo[characterIndex + 1].lineNumber)
{
isBeginRegion = false;
topLeft = m_Transform.TransformPoint(new Vector3(topLeft.x, maxAscender, 0));
bottomLeft = m_Transform.TransformPoint(new Vector3(bottomLeft.x, minDescender, 0));
bottomRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, minDescender, 0));
topRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, maxAscender, 0));
// Draw Region
DrawRectangle(bottomLeft, topLeft, topRight, bottomRight, linkColor);
maxAscender = -Mathf.Infinity;
minDescender = Mathf.Infinity;
//Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
}
}
//Debug.Log(wInfo.GetWord(m_TextMeshPro.textInfo.characterInfo));
}
}
/// <summary>
/// Draw Rectangles around each lines of the text.
/// </summary>
/// <param name="text"></param>
void DrawLineBounds()
{
int lineCount = m_TextInfo.lineCount;
for (int i = 0; i < lineCount; i++)
{
TMP_LineInfo lineInfo = m_TextInfo.lineInfo[i];
TMP_CharacterInfo firstCharacterInfo = m_TextInfo.characterInfo[lineInfo.firstCharacterIndex];
TMP_CharacterInfo lastCharacterInfo = m_TextInfo.characterInfo[lineInfo.lastCharacterIndex];
bool isLineVisible = (lineInfo.characterCount == 1 && (firstCharacterInfo.character == 10 || firstCharacterInfo.character == 11 || firstCharacterInfo.character == 0x2028 || firstCharacterInfo.character == 0x2029)) ||
i > m_TextComponent.maxVisibleLines ||
(m_TextComponent.overflowMode == TextOverflowModes.Page && firstCharacterInfo.pageNumber + 1 != m_TextComponent.pageToDisplay) ? false : true;
if (!isLineVisible) continue;
float lineBottomLeft = firstCharacterInfo.bottomLeft.x;
float lineTopRight = lastCharacterInfo.topRight.x;
float ascentline = lineInfo.ascender;
float baseline = lineInfo.baseline;
float descentline = lineInfo.descender;
float dottedLineSize = 12;
// Draw line extents
DrawDottedRectangle(m_Transform.TransformPoint(lineInfo.lineExtents.min), m_Transform.TransformPoint(lineInfo.lineExtents.max), Color.green, 4);
// Draw Ascent line
Vector3 ascentlineStart = m_Transform.TransformPoint(new Vector3(lineBottomLeft, ascentline, 0));
Vector3 ascentlineEnd = m_Transform.TransformPoint(new Vector3(lineTopRight, ascentline, 0));
Handles.color = Color.yellow;
Handles.DrawDottedLine(ascentlineStart, ascentlineEnd, dottedLineSize);
// Draw Base line
Vector3 baseLineStart = m_Transform.TransformPoint(new Vector3(lineBottomLeft, baseline, 0));
Vector3 baseLineEnd = m_Transform.TransformPoint(new Vector3(lineTopRight, baseline, 0));
Handles.color = Color.yellow;
Handles.DrawDottedLine(baseLineStart, baseLineEnd, dottedLineSize);
// Draw Descent line
Vector3 descentLineStart = m_Transform.TransformPoint(new Vector3(lineBottomLeft, descentline, 0));
Vector3 descentLineEnd = m_Transform.TransformPoint(new Vector3(lineTopRight, descentline, 0));
Handles.color = Color.yellow;
Handles.DrawDottedLine(descentLineStart, descentLineEnd, dottedLineSize);
// Draw text labels for metrics
if (m_HandleSize < 1.0f)
{
GUIStyle style = new GUIStyle();
style.normal.textColor = new Color(0.8f, 0.8f, 0.8f, 1.0f);
style.fontSize = 12;
style.fixedWidth = 200;
style.fixedHeight = 20;
Vector3 labelPosition;
// Ascent Line
labelPosition = m_Transform.TransformPoint(new Vector3(lineBottomLeft, ascentline, 0));
style.padding = new RectOffset(0, 10, 0, 5);
style.alignment = TextAnchor.MiddleRight;
Handles.Label(labelPosition, "Ascent Line", style);
// Base Line
labelPosition = m_Transform.TransformPoint(new Vector3(lineBottomLeft, baseline, 0));
Handles.Label(labelPosition, "Base Line", style);
// Descent line
labelPosition = m_Transform.TransformPoint(new Vector3(lineBottomLeft, descentline, 0));
Handles.Label(labelPosition, "Descent Line", style);
}
}
}
/// <summary>
/// Draw Rectangle around the bounds of the text object.
/// </summary>
void DrawBounds()
{
Bounds meshBounds = m_TextComponent.bounds;
// Get Bottom Left and Top Right position of each word
Vector3 bottomLeft = m_TextComponent.transform.position + meshBounds.min;
Vector3 topRight = m_TextComponent.transform.position + meshBounds.max;
DrawRectangle(bottomLeft, topRight, new Color(1, 0.5f, 0));
}
void DrawTextBounds()
{
Bounds textBounds = m_TextComponent.textBounds;
Vector3 bottomLeft = m_TextComponent.transform.position + (textBounds.center - textBounds.extents);
Vector3 topRight = m_TextComponent.transform.position + (textBounds.center + textBounds.extents);
DrawRectangle(bottomLeft, topRight, new Color(0f, 0.5f, 0.5f));
}
// Draw Rectangles
void DrawRectangle(Vector3 BL, Vector3 TR, Color color)
{
Gizmos.color = color;
Gizmos.DrawLine(new Vector3(BL.x, BL.y, 0), new Vector3(BL.x, TR.y, 0));
Gizmos.DrawLine(new Vector3(BL.x, TR.y, 0), new Vector3(TR.x, TR.y, 0));
Gizmos.DrawLine(new Vector3(TR.x, TR.y, 0), new Vector3(TR.x, BL.y, 0));
Gizmos.DrawLine(new Vector3(TR.x, BL.y, 0), new Vector3(BL.x, BL.y, 0));
}
void DrawDottedRectangle(Vector3 bottomLeft, Vector3 topRight, Color color, float size = 5.0f)
{
Handles.color = color;
Handles.DrawDottedLine(bottomLeft, new Vector3(bottomLeft.x, topRight.y, bottomLeft.z), size);
Handles.DrawDottedLine(new Vector3(bottomLeft.x, topRight.y, bottomLeft.z), topRight, size);
Handles.DrawDottedLine(topRight, new Vector3(topRight.x, bottomLeft.y, bottomLeft.z), size);
Handles.DrawDottedLine(new Vector3(topRight.x, bottomLeft.y, bottomLeft.z), bottomLeft, size);
}
void DrawSolidRectangle(Vector3 bottomLeft, Vector3 topRight, Color color, float size = 5.0f)
{
Handles.color = color;
Rect rect = new Rect(bottomLeft, topRight - bottomLeft);
Handles.DrawSolidRectangleWithOutline(rect, color, Color.black);
}
void DrawSquare(Vector3 position, float size, Color color)
{
Handles.color = color;
Vector3 bottomLeft = new Vector3(position.x - size, position.y - size, position.z);
Vector3 topLeft = new Vector3(position.x - size, position.y + size, position.z);
Vector3 topRight = new Vector3(position.x + size, position.y + size, position.z);
Vector3 bottomRight = new Vector3(position.x + size, position.y - size, position.z);
Handles.DrawLine(bottomLeft, topLeft);
Handles.DrawLine(topLeft, topRight);
Handles.DrawLine(topRight, bottomRight);
Handles.DrawLine(bottomRight, bottomLeft);
}
void DrawCrosshair(Vector3 position, float size, Color color)
{
Handles.color = color;
Handles.DrawLine(new Vector3(position.x - size, position.y, position.z), new Vector3(position.x + size, position.y, position.z));
Handles.DrawLine(new Vector3(position.x, position.y - size, position.z), new Vector3(position.x, position.y + size, position.z));
}
// Draw Rectangles
void DrawRectangle(Vector3 bl, Vector3 tl, Vector3 tr, Vector3 br, Color color)
{
Gizmos.color = color;
Gizmos.DrawLine(bl, tl);
Gizmos.DrawLine(tl, tr);
Gizmos.DrawLine(tr, br);
Gizmos.DrawLine(br, bl);
}
// Draw Rectangles
void DrawDottedRectangle(Vector3 bl, Vector3 tl, Vector3 tr, Vector3 br, Color color)
{
var cam = Camera.current;
float dotSpacing = (cam.WorldToScreenPoint(br).x - cam.WorldToScreenPoint(bl).x) / 75f;
UnityEditor.Handles.color = color;
UnityEditor.Handles.DrawDottedLine(bl, tl, dotSpacing);
UnityEditor.Handles.DrawDottedLine(tl, tr, dotSpacing);
UnityEditor.Handles.DrawDottedLine(tr, br, dotSpacing);
UnityEditor.Handles.DrawDottedLine(br, bl, dotSpacing);
}
#endif
}
}