59 lines
2.0 KiB
C#
59 lines
2.0 KiB
C#
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using UnityEngine;
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namespace UnityEditor.U2D.Path.GUIFramework
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{
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/// <summary>
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/// Represents the layout of a GUI element in a custom editor.
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/// </summary>
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public struct LayoutData
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{
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/// <summary>
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/// The layout's index.
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/// </summary>
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public int index;
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/// <summary>
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/// The distance from the layout to the camera.
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/// </summary>
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public float distance;
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/// <summary>
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/// The layout's world-space position.
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/// </summary>
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public Vector3 position;
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/// <summary>
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/// The layout's world-space forward vector.
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/// </summary>
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public Vector3 forward;
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/// <summary>
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/// The layout's world-space up vector.
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/// </summary>
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public Vector3 up;
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/// <summary>
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/// The layout's world-space right vector.
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/// </summary>
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public Vector3 right;
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/// <summary>
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/// The layout's user data.
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/// </summary>
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public object userData;
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/// <summary>
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/// Zero definition of LayoutData.
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/// </summary>
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public static readonly LayoutData zero = new LayoutData() { index = 0, distance = float.MaxValue, position = Vector3.zero, forward = Vector3.forward, up = Vector3.up, right = Vector3.right };
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/// <summary>
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/// Gets the layout that is closest to the camera,
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/// </summary>
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/// <param name="currentData">The current layout.</param>
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/// <param name="newData">The new layout to compare with.</param>
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/// <returns>Returns the closest layout to the camera. If `currentData` is closest to the camera, returns `currentData`. Otherwise, if `newData` is closest to the camera, returns `newData`.</returns>
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public static LayoutData Nearest(LayoutData currentData, LayoutData newData)
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{
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if (newData.distance <= currentData.distance)
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return newData;
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return currentData;
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}
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}
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}
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