243 lines
7.0 KiB
C#
243 lines
7.0 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEditor;
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public class ShowBoxCollider : MonoBehaviour
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{
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/// <summary>
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/// 测试用,直接显示热点框
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/// </summary>
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public bool Test;
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/// <summary>
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/// 热点框颜色
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/// </summary>
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public string ColorString = "#FF000030"; // #00000055
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Color clr;
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/// <summary>
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/// 是否显示热点框
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/// </summary>
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public bool showHotTip = true;
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/// <summary>
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/// 是否显示整个Box框
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/// </summary>
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public bool showBox = false;
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void Start()
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{
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ColorUtility.TryParseHtmlString(ColorString, out clr);
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//if(Application.isEditor)
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//{
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// Test = true;
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//}
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}
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public bool showMask;
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BaseShow baseShow;
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private void OnMouseOver()
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{
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if (baseShow == null)
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{
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Invoke("OnMouseEnter", 0.3f);
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}
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}
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void OnMouseEnter()
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{
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baseShow = GetComponent<BaseShow>();
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if (baseShow != null && baseShow.CanClick)
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{
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showMask = true;
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if (!string.IsNullOrEmpty(baseShow.info.Title) && BaseController.CanControl)
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{
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TipPlayerEx.Instance.ShowTip(baseShow.info);
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}
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}
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}
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void OnMouseExit()
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{
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showMask = false;
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TipPlayerEx.Instance.HideTip();
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}
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void OnRenderObject()
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{
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if ( Test || ( BaseController.CanControl && showHotTip && showMask))
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{
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var colliders = gameObject.GetComponents<BoxCollider>();
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if (colliders == null)
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{
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Destroy(this);
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}
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CreateLineMaterial();
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lineMaterial.SetPass(0);
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GL.PushMatrix();
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GL.MultMatrix(transform.localToWorldMatrix);
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//for (int i = 0; i < colliders.Length; i++)
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{
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// var col = colliders[i];
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var col = colliders[0];
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var c = col.center;
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var size = col.size;
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float rx = size.x / 2f;
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float ry = size.y / 2f;
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float rz = size.z / 2f;
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Vector3 p0, p1, p2, p3;
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Vector3 p4, p5, p6, p7;
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p0 = c + new Vector3(-rx, -ry, rz);
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p1 = c + new Vector3(rx, -ry, rz);
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p2 = c + new Vector3(rx, -ry, -rz);
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p3 = c + new Vector3(-rx, -ry, -rz);
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p4 = c + new Vector3(-rx, ry, rz);
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p5 = c + new Vector3(rx, ry, rz);
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p6 = c + new Vector3(rx, ry, -rz);
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p7 = c + new Vector3(-rx, ry, -rz);
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GL.Begin(GL.QUADS);
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GL.Color(clr);
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GL.Vertex(p0);
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GL.Vertex(p1);
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GL.Vertex(p2);
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GL.Vertex(p3);
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GL.End();
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if (showBox)
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{
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GL.Begin(GL.QUADS);
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GL.Color(clr);
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GL.Vertex(p4);
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GL.Vertex(p5);
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GL.Vertex(p6);
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GL.Vertex(p7);
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GL.End();
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GL.Begin(GL.QUADS);
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GL.Color(clr);
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GL.Vertex(p0);
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GL.Vertex(p1);
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GL.Vertex(p5);
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GL.Vertex(p4);
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GL.End();
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GL.Begin(GL.QUADS);
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GL.Color(clr);
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GL.Vertex(p1);
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GL.Vertex(p2);
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GL.Vertex(p6);
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GL.Vertex(p5);
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GL.End();
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GL.Begin(GL.QUADS);
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GL.Color(clr);
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GL.Vertex(p2);
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GL.Vertex(p3);
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GL.Vertex(p7);
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GL.Vertex(p6);
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GL.End();
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GL.Begin(GL.QUADS);
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GL.Color(clr);
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GL.Vertex(p0);
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GL.Vertex(p3);
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GL.Vertex(p7);
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GL.Vertex(p4);
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GL.End();
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}
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#region 描边
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//GL.Begin(GL.LINES);
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//GL.Color(Color.red);
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//GL.Vertex(p0);
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//GL.Vertex(p1);
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//GL.End();
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//GL.Begin(GL.LINES);
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//GL.Color(Color.red);
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//GL.Vertex(p1);
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//GL.Vertex(p2);
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//GL.End();
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//GL.Begin(GL.LINES);
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//GL.Color(Color.red);
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//GL.Vertex(p2);
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//GL.Vertex(p3);
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//GL.End();
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//GL.Begin(GL.LINES);
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//GL.Color(Color.red);
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//GL.Vertex(p0);
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//GL.Vertex(p3);
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//GL.End();
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//GL.Begin(GL.LINES);
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//GL.Color(Color.red);
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//GL.Vertex(p4);
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//GL.Vertex(p5);
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//GL.End();
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//GL.Begin(GL.LINES);
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//GL.Color(Color.red);
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//GL.Vertex(p5);
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//GL.Vertex(p6);
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//GL.End();
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//GL.Begin(GL.LINES);
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//GL.Color(Color.red);
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//GL.Vertex(p6);
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//GL.Vertex(p7);
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//GL.End();
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//GL.Begin(GL.LINES);
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//GL.Color(Color.red);
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//GL.Vertex(p4);
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//GL.Vertex(p7);
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//GL.End();
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//GL.Begin(GL.LINES);
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//GL.Color(Color.red);
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//GL.Vertex(p0);
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//GL.Vertex(p4);
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//GL.End();
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//GL.Begin(GL.LINES);
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//GL.Color(Color.red);
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//GL.Vertex(p1);
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//GL.Vertex(p5);
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//GL.End();
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//GL.Begin(GL.LINES);
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//GL.Color(Color.red);
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//GL.Vertex(p2);
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//GL.Vertex(p6);
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//GL.End();
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//GL.Begin(GL.LINES);
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//GL.Color(Color.red);
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//GL.Vertex(p3);
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//GL.Vertex(p7);
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//GL.End();
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#endregion
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}
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GL.PopMatrix();
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}
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}
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static Material lineMaterial;
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static void CreateLineMaterial()
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{
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if (!lineMaterial)
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{
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// Unity has a built-in shader that is useful for drawing
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// simple colored things.
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Shader shader = Shader.Find("Hidden/Internal-Colored");
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lineMaterial = new Material(shader);
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lineMaterial.hideFlags = HideFlags.HideAndDontSave;
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// Turn on alpha blending
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lineMaterial.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
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lineMaterial.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
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// Turn backface culling off
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lineMaterial.SetInt("_Cull", (int)UnityEngine.Rendering.CullMode.Off);
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// Turn off depth writes
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lineMaterial.SetInt("_ZWrite", 0);
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}
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}
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} |