using UnityEngine; namespace UnityEditor.Timeline { static class Graphics { public static void ShadowLabel(Rect rect, string text, GUIStyle style, Color textColor, Color shadowColor) { ShadowLabel(rect, GUIContent.Temp(text), style, textColor, shadowColor); } public static void ShadowLabel(Rect rect, GUIContent content, GUIStyle style, Color textColor, Color shadowColor) { var shadowRect = rect; shadowRect.xMin += 2.0f; shadowRect.yMin += 2.0f; style.normal.textColor = Color.black; GUI.Label(shadowRect, content, style); style.normal.textColor = textColor; GUI.Label(rect, content, style); } public static void DrawLine(Vector3 p1, Vector3 p2, Color color) { var c = Handles.color; Handles.color = color; Handles.DrawLine(p1, p2); Handles.color = c; } public static void DrawPolygonAA(Color color, Vector3[] vertices) { var prevColor = Handles.color; Handles.color = color; Handles.DrawAAConvexPolygon(vertices); Handles.color = prevColor; } public static void DrawDottedLine(Vector3 p1, Vector3 p2, float segmentsLength, Color col) { HandleUtility.ApplyWireMaterial(); GL.Begin(GL.LINES); GL.Color(col); var length = Vector3.Distance(p1, p2); // ignore z component var count = Mathf.CeilToInt(length / segmentsLength); for (var i = 0; i < count; i += 2) { GL.Vertex((Vector3.Lerp(p1, p2, i * segmentsLength / length))); GL.Vertex((Vector3.Lerp(p1, p2, (i + 1) * segmentsLength / length))); } GL.End(); } public static void DrawLineAtTime(WindowState state, double time, Color color, bool dotted = false) { var t = state.TimeToPixel(time); var p0 = new Vector3(t, state.timeAreaRect.yMax); var p1 = new Vector3(t, state.timeAreaRect.yMax + state.windowHeight - WindowConstants.sliderWidth); if (dotted) DrawDottedLine(p0, p1, 4.0f, color); else DrawLine(p0, p1, color); } public static void DrawTextureRepeated(Rect area, Texture texture) { if (texture == null || Event.current.type != EventType.Repaint) return; GUI.BeginClip(area); int w = Mathf.CeilToInt(area.width / texture.width); int h = Mathf.CeilToInt(area.height / texture.height); for (int x = 0; x < w; x++) { for (int y = 0; y < h; y++) { GUI.DrawTexture(new Rect(x * texture.width, y * texture.height, texture.width, texture.height), texture); } } GUI.EndClip(); } public static void DrawShadow(Rect clientRect) { var rect = clientRect; rect.height = WindowConstants.shadowUnderTimelineHeight; GUI.Box(rect, GUIContent.none, DirectorStyles.Instance.bottomShadow); } public static void DrawBackgroundRect(WindowState state, Rect rect, bool subSequenceMode = false) { Color c = subSequenceMode ? DirectorStyles.Instance.customSkin.colorSubSequenceBackground : DirectorStyles.Instance.customSkin.colorSequenceBackground; EditorGUI.DrawRect(rect, c); if (state.IsEditingAPrefabAsset()) { c = SceneView.kSceneViewPrefabBackground.Color; c.a = 0.5f; EditorGUI.DrawRect(rect, c); } } } }