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using UnityEditor;
using UnityEngine;
[CustomEditor(typeof(BezierCurve))]
public class BezierCurveInspector : Editor {
private const int lineSteps = 10;
private const float directionScale = 0.5f;
private BezierCurve curve;
private Transform handleTransform;
private Quaternion handleRotation;
private void OnSceneGUI () {
curve = target as BezierCurve;
handleTransform = curve.transform;
handleRotation = Tools.pivotRotation == PivotRotation.Local ?
handleTransform.rotation : Quaternion.identity;
Vector3 p0 = ShowPoint(0);
Vector3 p1 = ShowPoint(1);
Vector3 p2 = ShowPoint(2);
Vector3 p3 = ShowPoint(3);
Handles.color = Color.gray;
Handles.DrawLine(p0, p1);
Handles.DrawLine(p2, p3);
ShowDirections();
Handles.DrawBezier(p0, p3, p1, p2, Color.white, null, 2f);
}
private void ShowDirections () {
Handles.color = Color.green;
Vector3 point = curve.GetPoint(0f);
Handles.DrawLine(point, point + curve.GetDirection(0f) * directionScale);
for (int i = 1; i <= lineSteps; i++) {
point = curve.GetPoint(i / (float)lineSteps);
Handles.DrawLine(point, point + curve.GetDirection(i / (float)lineSteps) * directionScale);
}
}
private Vector3 ShowPoint (int index) {
Vector3 point = handleTransform.TransformPoint(curve.points[index]);
EditorGUI.BeginChangeCheck();
point = Handles.DoPositionHandle(point, handleRotation);
if (EditorGUI.EndChangeCheck()) {
Undo.RecordObject(curve, "Move Point");
EditorUtility.SetDirty(curve);
curve.points[index] = handleTransform.InverseTransformPoint(point);
}
return point;
}
}