p1 | The start point. |
p2 | The end point. |
screenSpaceSize | The size in pixels for the lengths of the line segments and the gaps between them. |
Draw a dotted line from p1 to p2.
Draw Line in the Scene View.
#pragma strict // Draw lines to the connected game objects that a script has. // If the target object doesn't have any game objects attached // then it draws a line from the object to (0, 0, 0). @CustomEditor(ConnectedObjectsExample) class ConnectLineHandleExample extends Editor { var dashSize: float = 4.0f; function OnSceneGUI() { var connectedObjects: ConnectedObjectsExample = target as ConnectedObjectsExample; if (connectedObjects.objs == null)return ; var center: Vector3 = connectedObjects.transform.position; for (var i: int = 0; i < connectedObjects.objs.Length; i++) { var connectedObject: GameObject = connectedObjects.objs[i]; if (connectedObject) { Handles.DrawDottedLine(center, connectedObject.transform.position, dashSize); } else { Handles.DrawDottedLine(center, Vector3.zero, dashSize); } } } }
// Draw lines to the connected game objects that a script has. // If the target object doesn't have any game objects attached // then it draws a line from the object to (0, 0, 0).
using UnityEditor; using UnityEngine;
[CustomEditor(typeof(ConnectedObjectsExample))] class ConnectLineHandleExample : Editor { float dashSize = 4.0f; void OnSceneGUI() { ConnectedObjectsExample connectedObjects = target as ConnectedObjectsExample; if (connectedObjects.objs == null) return;
Vector3 center = connectedObjects.transform.position; for (int i = 0; i < connectedObjects.objs.Length; i++) { GameObject connectedObject = connectedObjects.objs[i]; if (connectedObject) { Handles.DrawDottedLine(center, connectedObject.transform.position, dashSize); } else { Handles.DrawDottedLine(center, Vector3.zero, dashSize); } } } }
And the script attached to this Handle:
//ConnectedObjects.js
public var objs: GameObject[] = null;
using UnityEngine; using System.Collections;
public class ConnectedObjectsExample : MonoBehaviour { public GameObject[] objs = null; }
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