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@mquaker
Forked from nsdevaraj/Draw.cs
Created April 13, 2019 09:27
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Draw lines on Unity GUI
using UnityEngine;
using System.Collections;
public class Draw : MonoBehaviour
{
struct GUILine
{
public Vector2 startPt;
public Vector2 endPt;
}
private GUILine newline;
private bool mouseDown;
private bool mouseUp;
private bool shift;
private ArrayList lines;
private float length;
void Start ()
{
lines = new ArrayList ();
}
void Update ()
{
if (Input.GetMouseButtonDown (0)) {
newline = new GUILine ();
newline.startPt = new Vector2 (Input.mousePosition.x, Input.mousePosition.y);
mouseDown = true;
}
if (Input.GetMouseButtonUp (0)) {
mouseDown = false;
mouseUp = true;
}
if (Input.GetMouseButtonUp (1)) {
if (lines.Count != 0)
lines.RemoveAt (lines.Count - 1);
}
if (Input.GetKeyDown (KeyCode.LeftShift) || Input.GetKeyDown (KeyCode.RightShift)) {
shift = true;
}
if (Input.GetKeyUp (KeyCode.LeftShift) || Input.GetKeyUp (KeyCode.RightShift)) {
shift = false;
}
if (Input.GetKey (KeyCode.KeypadEnter) || Input.GetKey ("enter")) {
}
}
void OnGUI ()
{
if (mouseDown) {
newline.endPt = new Vector2 (Input.mousePosition.x, Input.mousePosition.y);
if (shift) {
if (difference (newline.endPt.x, newline.startPt.x) > difference (newline.endPt.y, newline.startPt.y)) {
newline.endPt = new Vector2 (Input.mousePosition.x, newline.startPt.y);
} else {
newline.endPt = new Vector2 (newline.startPt.x, Input.mousePosition.y);
}
}
}
if (mouseUp) {
addGUILine (newline);
mouseUp = false;
}
int lineCnt = 0;
foreach (GUILine line in lines) {
setLinePoints (line);
//DrawLine (line.startPt, line.endPt);
DrawCube (line.startPt, line.endPt, lineCnt);
lineCnt++;
}
}
Vector2 setPoint (Vector2 point)
{
point.x = (int)point.x;
point.y = Screen.height - (int)point.y;
return point;
}
float difference (float val1, float val2)
{
float diff = val1 - val2;
if (diff < 0)
diff = -diff;
return diff;
}
float average (float val1, float val2)
{
float avg = (int)val1 + (int)val2;
avg = avg / 2;
return avg;
}
void addGUILine (GUILine line)
{
lines.Add (line);
}
void DrawCube (Vector2 pointA, Vector2 pointB, int lineNo)
{
GameObject oneinst = GameObject.Find ("line" + lineNo);
if (!oneinst) {
GameObject cube = GameObject.CreatePrimitive (PrimitiveType.Cube);
cube.name = "line" + lineNo;
float rotangle = Mathf.Atan2 ((pointB.y - pointA.y), (pointB.x - pointA.x)) * 180 / Mathf.PI;
rotangle = 360 - rotangle;
cube.transform.localEulerAngles = new Vector3 (0, rotangle, 0);
cube.transform.position = new Vector3 (average (pointA.x, pointB.x) / 20, 0, average (pointA.y, pointB.y) / 20);
cube.transform.localScale = new Vector3 ((length / 20), 1, 1);
cube.AddComponent ("Rigidbody");
cube.rigidbody.mass = 0.001f;
cube.rigidbody.useGravity = false;
cube.AddComponent ("Collide");
}
}
void setLinePoints (GUILine line)
{
line.startPt = setPoint (line.startPt);
line.endPt = setPoint (line.endPt);
length = (line.startPt - line.endPt).magnitude;
}
void DrawLine (Vector2 pointA, Vector2 pointB)
{
pointA = setPoint (pointA);
pointB = setPoint (pointB);
Texture2D lineTex = new Texture2D (1, 1);
Matrix4x4 matrixBackup = GUI.matrix;
float width = 8.0f;
GUI.color = Color.red;
float angle = Mathf.Atan2 (pointB.y - pointA.y, pointB.x - pointA.x) * 180f / Mathf.PI;
GUIUtility.RotateAroundPivot (angle, pointA);
GUI.DrawTexture (new Rect (pointA.x, pointA.y, length, width), lineTex);
GUI.matrix = matrixBackup;
}
}
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