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Editor stuff
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///Credit Jason Horsburgh
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///Sourced from - https://bitbucket.org/UnityUIExtensions/unity-ui-extensions/issues/127/uilinerenderer-mesh-not-updating-in-editor
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using UnityEditor;
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namespace UnityEngine.UI.Extensions
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{
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[CustomEditor(typeof(UILineRenderer))]
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public class BezierLineRendererEditor : Editor
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{
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void OnSceneGUI()
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{
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UILineRenderer curveRenderer = target as UILineRenderer;
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if (!curveRenderer || curveRenderer.drivenExternally || curveRenderer.Points == null || curveRenderer.Points.Length < 2)
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{
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return;
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}
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var oldMatrix = Handles.matrix;
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var transform = curveRenderer.GetComponent<RectTransform>();
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//Pivot must be 0,0 to edit
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//transform.pivot = Vector2.zero;
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Handles.matrix = transform.localToWorldMatrix;
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var sizeX = curveRenderer.rectTransform.rect.width;
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var sizeY = curveRenderer.rectTransform.rect.height;
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var offsetX = -curveRenderer.rectTransform.pivot.x * sizeX;
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var offsetY = -curveRenderer.rectTransform.pivot.y * sizeY;
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Vector2[] points = new Vector2[curveRenderer.Points.Length];
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for (int i = 0; i < curveRenderer.Points.Length; i++)
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{
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points[i] = curveRenderer.Points[i];
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}
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//Need to transform points to worldspace! when set to Relative
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if (curveRenderer.RelativeSize)
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{
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for (int i = 0; i < points.Length; i++)
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{
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points[i] = new Vector2(points[i].x * sizeX + offsetX, points[i].y * sizeY + offsetY);
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}
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}
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for (int i = 0; i < points.Length - 1; i += 2)
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{
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Handles.DrawLine(points[i], points[i + 1]);
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}
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for (int i = 0; i < points.Length; ++i)
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{
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using (var check = new EditorGUI.ChangeCheckScope())
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{
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var p = Handles.PositionHandle(points[i], Quaternion.identity);
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if (check.changed)
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{
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Undo.RecordObject(curveRenderer, "Changed Curve Position");
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if (curveRenderer.RelativeSize)
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{
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curveRenderer.Points[i] = new Vector2((p.x - offsetX) / sizeX, (p.y - offsetY) / sizeY);
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}
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else
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{
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curveRenderer.Points[i] = p;
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}
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curveRenderer.transform.gameObject.SetActive(false);
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curveRenderer.transform.gameObject.SetActive(true);
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}
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}
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}
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Handles.matrix = oldMatrix;
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}
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}
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}
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