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C# SceneView.FixNegativeSize方法代码示例

本文整理汇总了C#中UnityEditor.SceneView.FixNegativeSize方法的典型用法代码示例。如果您正苦于以下问题:C# SceneView.FixNegativeSize方法的具体用法?C# SceneView.FixNegativeSize怎么用?C# SceneView.FixNegativeSize使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在UnityEditor.SceneView的用法示例。


在下文中一共展示了SceneView.FixNegativeSize方法的8个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: HandleMouseDrag

 private static void HandleMouseDrag(SceneView view, int id)
 {
   SceneViewMotion.s_Dragged = true;
   if (GUIUtility.hotControl != id)
     return;
   Event current = Event.current;
   switch (Tools.s_LockedViewTool)
   {
     case ViewTool.Orbit:
       if (!view.in2DMode)
       {
         SceneViewMotion.OrbitCameraBehavior(view);
         view.svRot.UpdateGizmoLabel(view, view.rotation * Vector3.forward, view.m_Ortho.target);
         break;
       }
       break;
     case ViewTool.Pan:
       view.viewIsLockedToObject = false;
       view.FixNegativeSize();
       Vector3 vector3_1 = Camera.current.ScreenToWorldPoint(view.camera.WorldToScreenPoint(view.pivot) + new Vector3(-Event.current.delta.x, Event.current.delta.y, 0.0f)) - view.pivot;
       if (current.shift)
         vector3_1 *= 4f;
       view.pivot += vector3_1;
       break;
     case ViewTool.Zoom:
       float num = HandleUtility.niceMouseDeltaZoom * (!current.shift ? 3f : 9f);
       if (view.orthographic)
       {
         view.size = Mathf.Max(0.0001f, view.size * (float) (1.0 + (double) num * (1.0 / 1000.0)));
         break;
       }
       SceneViewMotion.s_TotalMotion += num;
       view.size = (double) SceneViewMotion.s_TotalMotion >= 0.0 ? view.size + (float) ((double) num * (double) SceneViewMotion.s_ZoomSpeed * (3.0 / 1000.0)) : SceneViewMotion.s_StartZoom * (float) (1.0 + (double) SceneViewMotion.s_TotalMotion * (1.0 / 1000.0));
       break;
     case ViewTool.FPS:
       if (!view.in2DMode)
       {
         if (!view.orthographic)
         {
           view.viewIsLockedToObject = false;
           Vector3 vector3_2 = view.pivot - view.rotation * Vector3.forward * view.cameraDistance;
           Quaternion rotation = view.rotation;
           Quaternion quaternion1 = Quaternion.AngleAxis((float) ((double) current.delta.y * (3.0 / 1000.0) * 57.2957801818848), rotation * Vector3.right) * rotation;
           Quaternion quaternion2 = Quaternion.AngleAxis((float) ((double) current.delta.x * (3.0 / 1000.0) * 57.2957801818848), Vector3.up) * quaternion1;
           view.rotation = quaternion2;
           view.pivot = vector3_2 + quaternion2 * Vector3.forward * view.cameraDistance;
         }
         else
           SceneViewMotion.OrbitCameraBehavior(view);
         view.svRot.UpdateGizmoLabel(view, view.rotation * Vector3.forward, view.m_Ortho.target);
         break;
       }
       break;
     default:
       Debug.Log((object) "Enum value Tools.s_LockViewTool not handled");
       break;
   }
   current.Use();
 }
开发者ID:BlakeTriana,项目名称:unity-decompiled,代码行数:59,代码来源:SceneViewMotion.cs

示例2: DoViewTool

 public static void DoViewTool(SceneView view)
 {
   Event current = Event.current;
   int viewToolId = SceneViewMotion.s_ViewToolID;
   EventType typeForControl = current.GetTypeForControl(viewToolId);
   if ((bool) ((Object) view) && Tools.s_LockedViewTool == ViewTool.FPS)
     view.FixNegativeSize();
   switch (typeForControl)
   {
     case EventType.MouseDown:
       SceneViewMotion.HandleMouseDown(view, viewToolId, current.button);
       break;
     case EventType.MouseUp:
       SceneViewMotion.HandleMouseUp(view, viewToolId, current.button, current.clickCount);
       break;
     case EventType.MouseDrag:
       SceneViewMotion.HandleMouseDrag(view, viewToolId);
       break;
     case EventType.KeyDown:
       SceneViewMotion.HandleKeyDown(view);
       break;
     case EventType.KeyUp:
       SceneViewMotion.HandleKeyUp();
       break;
     case EventType.ScrollWheel:
       SceneViewMotion.HandleScrollWheel(view, !current.alt);
       break;
     case EventType.Layout:
       Vector3 movementDirection = SceneViewMotion.GetMovementDirection();
       if (GUIUtility.hotControl != viewToolId || (double) movementDirection.sqrMagnitude == 0.0)
         break;
       view.pivot = view.pivot + view.rotation * movementDirection;
       view.Repaint();
       break;
   }
 }
开发者ID:BlakeTriana,项目名称:unity-decompiled,代码行数:36,代码来源:SceneViewMotion.cs

示例3: OrbitCameraBehavior

 private static void OrbitCameraBehavior(SceneView view)
 {
   Event current = Event.current;
   view.FixNegativeSize();
   Quaternion target = view.m_Rotation.target;
   Quaternion quaternion1 = Quaternion.AngleAxis((float) ((double) current.delta.y * (3.0 / 1000.0) * 57.2957801818848), target * Vector3.right) * target;
   Quaternion quaternion2 = Quaternion.AngleAxis((float) ((double) current.delta.x * (3.0 / 1000.0) * 57.2957801818848), Vector3.up) * quaternion1;
   if ((double) view.size < 0.0)
   {
     view.pivot = view.camera.transform.position;
     view.size = 0.0f;
   }
   view.rotation = quaternion2;
 }
开发者ID:BlakeTriana,项目名称:unity-decompiled,代码行数:14,代码来源:SceneViewMotion.cs

示例4: OrbitCameraBehavior

 private static void OrbitCameraBehavior(SceneView view)
 {
     Event current = Event.current;
     view.FixNegativeSize();
     Quaternion target = view.m_Rotation.target;
     target = Quaternion.AngleAxis((current.delta.y * 0.003f) * 57.29578f, (Vector3) (target * Vector3.right)) * target;
     target = Quaternion.AngleAxis((current.delta.x * 0.003f) * 57.29578f, Vector3.up) * target;
     if (view.size < 0f)
     {
         view.pivot = view.camera.transform.position;
         view.size = 0f;
     }
     view.rotation = target;
 }
开发者ID:CarlosHBC,项目名称:UnityDecompiled,代码行数:14,代码来源:SceneViewMotion.cs

示例5: HandleMouseDrag

        private static void HandleMouseDrag(SceneView view, int id)
        {
            s_Dragged = true;
            if (GUIUtility.hotControl != id)
            {
                return;
            }
            Event current = Event.current;
            switch (Tools.s_LockedViewTool)
            {
                case ViewTool.Orbit:
                    if (!view.in2DMode && !view.isRotationLocked)
                    {
                        OrbitCameraBehavior(view);
                        view.svRot.UpdateGizmoLabel(view, (Vector3) (view.rotation * Vector3.forward), view.m_Ortho.target);
                    }
                    goto Label_031E;

                case ViewTool.Pan:
                {
                    view.viewIsLockedToObject = false;
                    view.FixNegativeSize();
                    Vector3 position = view.camera.WorldToScreenPoint(view.pivot) + new Vector3(-Event.current.delta.x, Event.current.delta.y, 0f);
                    Vector3 vector7 = Camera.current.ScreenToWorldPoint(position) - view.pivot;
                    vector7 = (Vector3) (vector7 * EditorGUIUtility.pixelsPerPoint);
                    if (current.shift)
                    {
                        vector7 = (Vector3) (vector7 * 4f);
                    }
                    view.pivot += vector7;
                    goto Label_031E;
                }
                case ViewTool.Zoom:
                {
                    float num = HandleUtility.niceMouseDeltaZoom * (!current.shift ? ((float) 3) : ((float) 9));
                    if (!view.orthographic)
                    {
                        s_TotalMotion += num;
                        if (s_TotalMotion < 0f)
                        {
                            view.size = s_StartZoom * (1f + (s_TotalMotion * 0.001f));
                        }
                        else
                        {
                            view.size += (num * s_ZoomSpeed) * 0.003f;
                        }
                    }
                    else
                    {
                        view.size = Mathf.Max((float) 0.0001f, (float) (view.size * (1f + (num * 0.001f))));
                    }
                    goto Label_031E;
                }
                case ViewTool.FPS:
                {
                    if (view.in2DMode || view.isRotationLocked)
                    {
                        goto Label_031E;
                    }
                    if (view.orthographic)
                    {
                        OrbitCameraBehavior(view);
                        break;
                    }
                    view.viewIsLockedToObject = false;
                    Vector3 vector = view.pivot - ((Vector3) ((view.rotation * Vector3.forward) * view.cameraDistance));
                    Quaternion rotation = view.rotation;
                    rotation = Quaternion.AngleAxis((current.delta.y * 0.003f) * 57.29578f, (Vector3) (rotation * Vector3.right)) * rotation;
                    rotation = Quaternion.AngleAxis((current.delta.x * 0.003f) * 57.29578f, Vector3.up) * rotation;
                    view.rotation = rotation;
                    view.pivot = vector + ((Vector3) ((rotation * Vector3.forward) * view.cameraDistance));
                    break;
                }
                default:
                    Debug.Log("Enum value Tools.s_LockViewTool not handled");
                    goto Label_031E;
            }
            view.svRot.UpdateGizmoLabel(view, (Vector3) (view.rotation * Vector3.forward), view.m_Ortho.target);
        Label_031E:
            current.Use();
        }
开发者ID:CarlosHBC,项目名称:UnityDecompiled,代码行数:81,代码来源:SceneViewMotion.cs

示例6: DoViewTool

        public static void DoViewTool(SceneView view)
        {
            Event current = Event.current;
            int controlID = s_ViewToolID;
            EventType typeForControl = current.GetTypeForControl(controlID);
            if ((view != null) && (Tools.s_LockedViewTool == ViewTool.FPS))
            {
                view.FixNegativeSize();
            }
            switch (typeForControl)
            {
                case EventType.MouseDown:
                    HandleMouseDown(view, controlID, current.button);
                    break;

                case EventType.MouseUp:
                    HandleMouseUp(view, controlID, current.button, current.clickCount);
                    break;

                case EventType.MouseDrag:
                    HandleMouseDrag(view, controlID);
                    break;

                case EventType.KeyDown:
                    HandleKeyDown(view);
                    break;

                case EventType.KeyUp:
                    HandleKeyUp();
                    break;

                case EventType.ScrollWheel:
                    HandleScrollWheel(view, !current.alt);
                    break;

                case EventType.Layout:
                {
                    Vector3 movementDirection = GetMovementDirection();
                    if ((GUIUtility.hotControl == controlID) && (movementDirection.sqrMagnitude != 0f))
                    {
                        view.pivot += view.rotation * movementDirection;
                        view.Repaint();
                    }
                    break;
                }
            }
        }
开发者ID:CarlosHBC,项目名称:UnityDecompiled,代码行数:47,代码来源:SceneViewMotion.cs

示例7: HandleMouseDrag

		private static void HandleMouseDrag(Transform cameraTransform, SceneView view, int id)
		{
			SceneViewMotion.s_Dragged = true;
			if (GUIUtility.hotControl == id)
			{
				Event current = Event.current;
				switch (Tools.s_LockedViewTool)
				{
				case ViewTool.Orbit:
					if (!view.in2DMode)
					{
						SceneViewMotion.OrbitCameraBehavior(view);
						view.svRot.UpdateGizmoLabel(view, view.rotation * Vector3.forward, view.m_Ortho.target);
					}
					break;
				case ViewTool.Pan:
				{
					view.viewIsLockedToObject = false;
					view.FixNegativeSize();
					Camera camera = view.camera;
					Vector3 vector = camera.WorldToScreenPoint(view.pivot);
					vector += new Vector3(-Event.current.delta.x, Event.current.delta.y, 0f);
					Vector3 vector2 = Camera.current.ScreenToWorldPoint(vector) - view.pivot;
					if (current.shift)
					{
						vector2 *= 4f;
					}
					view.pivot += vector2;
					break;
				}
				case ViewTool.Zoom:
				{
					float num = HandleUtility.niceMouseDeltaZoom * (float)((!current.shift) ? 3 : 9);
					if (view.orthographic)
					{
						view.size = Mathf.Max(0.0001f, view.size * (1f + num * 0.001f));
					}
					else
					{
						SceneViewMotion.s_TotalMotion += num;
						if (SceneViewMotion.s_TotalMotion < 0f)
						{
							view.size = SceneViewMotion.s_StartZoom * (1f + SceneViewMotion.s_TotalMotion * 0.001f);
						}
						else
						{
							view.size += num * SceneViewMotion.s_ZoomSpeed * 0.003f;
						}
					}
					break;
				}
				case ViewTool.FPS:
					if (!view.in2DMode)
					{
						if (!view.orthographic)
						{
							view.viewIsLockedToObject = false;
							Quaternion quaternion = cameraTransform.rotation;
							quaternion = Quaternion.AngleAxis(current.delta.y * 0.003f * 57.29578f, quaternion * Vector3.right) * quaternion;
							quaternion = Quaternion.AngleAxis(current.delta.x * 0.003f * 57.29578f, Vector3.up) * quaternion;
							cameraTransform.rotation = quaternion;
						}
						else
						{
							SceneViewMotion.OrbitCameraBehavior(view);
						}
						view.svRot.UpdateGizmoLabel(view, view.rotation * Vector3.forward, view.m_Ortho.target);
					}
					break;
				default:
					Debug.Log("Enum value Tools.s_LockViewTool not handled");
					break;
				}
				current.Use();
			}
		}
开发者ID:guozanhua,项目名称:UnityDecompiled,代码行数:76,代码来源:SceneViewMotion.cs

示例8: DoViewTool

		public static void DoViewTool(Transform cameraTransform, SceneView view)
		{
			Event current = Event.current;
			int num = SceneViewMotion.s_ViewToolID;
			EventType typeForControl = current.GetTypeForControl(num);
			float d = 0f;
			if (view && Tools.s_LockedViewTool == ViewTool.FPS)
			{
				view.FixNegativeSize();
				d = (view.pivot - cameraTransform.position).magnitude;
			}
			switch (typeForControl)
			{
			case EventType.MouseDown:
				SceneViewMotion.HandleMouseDown(view, num, current.button);
				break;
			case EventType.MouseUp:
				SceneViewMotion.HandleMouseUp(view, num, current.button, current.clickCount);
				break;
			case EventType.MouseDrag:
				SceneViewMotion.HandleMouseDrag(cameraTransform, view, num);
				break;
			case EventType.KeyDown:
				SceneViewMotion.HandleKeyDown(view);
				break;
			case EventType.KeyUp:
				SceneViewMotion.HandleKeyUp();
				break;
			case EventType.ScrollWheel:
				SceneViewMotion.HandleScrollWheel(view, !current.alt);
				break;
			case EventType.Layout:
			{
				Vector3 movementDirection = SceneViewMotion.GetMovementDirection();
				if (GUIUtility.hotControl == num && movementDirection.sqrMagnitude != 0f)
				{
					cameraTransform.position += cameraTransform.rotation * movementDirection;
				}
				break;
			}
			}
			if (view && Tools.s_LockedViewTool == ViewTool.FPS)
			{
				if (!view.orthographic)
				{
					view.rotation = cameraTransform.rotation;
				}
				view.pivot = cameraTransform.position + cameraTransform.forward * d;
				view.Repaint();
			}
		}
开发者ID:guozanhua,项目名称:UnityDecompiled,代码行数:51,代码来源:SceneViewMotion.cs


注:本文中的UnityEditor.SceneView.FixNegativeSize方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。