Import 2D Level
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using System.Collections;
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using System.Collections.Generic;
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using Platformer.Mechanics;
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using UnityEditor;
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using UnityEngine;
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namespace Platformer
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{
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[CustomEditor(typeof(PatrolPath))]
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public class PatrolPathGizmo : Editor
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{
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public void OnSceneGUI()
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{
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var path = target as PatrolPath;
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using (var cc = new EditorGUI.ChangeCheckScope())
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{
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var sp = path.transform.InverseTransformPoint(Handles.PositionHandle(path.transform.TransformPoint(path.startPosition), path.transform.rotation));
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var ep = path.transform.InverseTransformPoint(Handles.PositionHandle(path.transform.TransformPoint(path.endPosition), path.transform.rotation));
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if (cc.changed)
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{
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sp.y = 0;
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ep.y = 0;
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path.startPosition = sp;
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path.endPosition = ep;
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}
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}
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Handles.Label(path.transform.position, (path.startPosition - path.endPosition).magnitude.ToString());
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}
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[DrawGizmo(GizmoType.Selected | GizmoType.NonSelected)]
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static void OnDrawGizmo(PatrolPath path, GizmoType gizmoType)
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{
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var start = path.transform.TransformPoint(path.startPosition);
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var end = path.transform.TransformPoint(path.endPosition);
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Handles.color = Color.yellow;
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Handles.DrawDottedLine(start, end, 5);
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Handles.DrawSolidDisc(start, path.transform.forward, 0.1f);
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Handles.DrawSolidDisc(end, path.transform.forward, 0.1f);
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}
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}
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}
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