오브젝트 거리 측정 월드 좌표로 변경
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@@ -1,9 +1,9 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.EventSystems;
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using System.Linq;
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using static UnityEditor.ShaderGraph.Internal.KeywordDependentCollection;
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using static XED.UI.Panel_ObjectDistance;
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namespace XED.Util
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namespace XED.Util
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{
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{
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@@ -11,6 +11,7 @@ namespace XED.Util
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{
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{
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private GameObject renderObject;
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private GameObject renderObject;
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private MeshRenderer objectRenderer;
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private MeshRenderer objectRenderer;
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private LineRenderer lineRenderer;
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private List<Transform> snapPoints = new List<Transform>();
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private List<Transform> snapPoints = new List<Transform>();
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private BoxCollider boxCollider;
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private BoxCollider boxCollider;
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private Material matCubeShow;
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private Material matCubeShow;
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@@ -38,6 +39,13 @@ namespace XED.Util
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boxCollider.gameObject.layer = LayerMask.NameToLayer("TwinObject");
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boxCollider.gameObject.layer = LayerMask.NameToLayer("TwinObject");
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twinObjectMask = LayerMask.GetMask("TwinObject");
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twinObjectMask = LayerMask.GetMask("TwinObject");
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if (GetComponent<LineRenderer>() == null)
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{
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gameObject.AddComponent<LineRenderer>();
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}
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lineRenderer = GetComponent<LineRenderer>();
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//lineRenderer = GetComponent<LineRenderer>() ?? gameObject.AddComponent<LineRenderer>();
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}
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}
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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void Start()
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@@ -240,9 +248,23 @@ namespace XED.Util
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public RaycastHit GetObjectHit(Vector3 direction)
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public RaycastHit GetObjectHit(Vector3 direction)
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{
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{
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RaycastHit hitInfo;
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RaycastHit hitInfo;
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Physics.BoxCast(boxCollider.bounds.center, boxCollider.bounds.size / 2.0f, direction, out hitInfo, transform.rotation, Mathf.Infinity, twinObjectMask);
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Physics.BoxCast(boxCollider.bounds.center, boxCollider.size / 2.0f, direction, out hitInfo, transform.rotation, Mathf.Infinity, twinObjectMask);
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return hitInfo;
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return hitInfo;
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}
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}
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/*
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public Vector3 GetLineStartPoint(RaycastHit hit, Vector3 direction)
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{
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var hitObject = hit.collider;
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if (hitObject != null)
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{
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return hit.point - (direction * hit.distance / 2);
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}
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else
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{
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return hit.point;
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}
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}
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*/
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}
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}
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}
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}
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@@ -47,6 +47,7 @@ namespace XED.Manage
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customAssetConnector.onSelectObjects += ((name, objects) => { canvas_Popup.panel_objectinfo.gameObject.SetActive(true); });
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customAssetConnector.onSelectObjects += ((name, objects) => { canvas_Popup.panel_objectinfo.gameObject.SetActive(true); });
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customAssetConnector.onSelectObjects += ((name, objects) => { canvas_Popup.panel_objectalign.gameObject.SetActive(true); });
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customAssetConnector.onSelectObjects += ((name, objects) => { canvas_Popup.panel_objectalign.gameObject.SetActive(true); });
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customAssetConnector.onSelectObjects += canvas_Popup.panel_objectinfo.SetObjectInfo;
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customAssetConnector.onSelectObjects += canvas_Popup.panel_objectinfo.SetObjectInfo;
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customAssetConnector.onSelectObjects += canvas_Popup.panel_objectdistance.Activate;
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customAssetConnector.onRemoveObjects += canvas_Popup.panel_objectinfo.ResetObjectInfo;
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customAssetConnector.onRemoveObjects += canvas_Popup.panel_objectinfo.ResetObjectInfo;
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customAssetConnector.onDeselectObjects += (() => { canvas_Popup.panel_objectinfo.gameObject.SetActive(false); });
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customAssetConnector.onDeselectObjects += (() => { canvas_Popup.panel_objectinfo.gameObject.SetActive(false); });
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customAssetConnector.onDeselectObjects += (() => { canvas_Popup.panel_objectalign.gameObject.SetActive(false); });
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customAssetConnector.onDeselectObjects += (() => { canvas_Popup.panel_objectalign.gameObject.SetActive(false); });
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@@ -17,17 +17,18 @@ namespace XED.UI
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CustomAssetRenderObject selectedObject;
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CustomAssetRenderObject selectedObject;
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private void Update()
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private void Update()
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{
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{
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if (selectedObject == null)
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if (selectedObject == null)
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return;
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return;
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UpdateDistance(Distance_up);
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UpdateDistance(Distance_up, Vector3.up);
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UpdateDistance(Distance_down);
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UpdateDistance(Distance_down, Vector3.down);
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UpdateDistance(Distance_left);
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UpdateDistance(Distance_left, Vector3.left);
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UpdateDistance(Distance_right);
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UpdateDistance(Distance_right, Vector3.right);
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UpdateDistance(Distance_foward);
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UpdateDistance(Distance_foward, Vector3.forward);
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UpdateDistance(Distance_back);
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UpdateDistance(Distance_back, Vector3.back);
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}
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}
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public void Activate(string name, List<GameObject> objects)
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public void Activate(string name, List<GameObject> objects)
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@@ -47,42 +48,29 @@ namespace XED.UI
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SetActive(false);
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SetActive(false);
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}
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}
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void UpdateDistance(RectTransform rect)
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public GameObject tmpObj;
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void UpdateDistance(RectTransform rect, Vector3 direction)
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{
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{
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Vector3 direction;
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if (rect == Distance_up)
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direction = selectedObject.transform.up;
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else if (rect == Distance_down)
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direction = -selectedObject.transform.up;
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else if (rect == Distance_left)
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direction = -selectedObject.transform.right;
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else if (rect == Distance_right)
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direction = selectedObject.transform.right;
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else if (rect == Distance_foward)
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direction = selectedObject.transform.forward;
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else if (rect == Distance_back)
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direction = -selectedObject.transform.forward;
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else return;
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RaycastHit hit = selectedObject.GetObjectHit(direction);
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RaycastHit hit = selectedObject.GetObjectHit(direction);
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float distance = hit.distance;
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if (distance > 0)
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if (hit.collider == null)
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{
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rect.GetComponentInChildren<TextMeshProUGUI>().text = distance.ToString();
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Vector3 hitPoint = hit.point;
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Vector3 distanceCenterPoint = hitPoint - (direction * distance / 2);
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Vector2 screenPoint = Camera.main.WorldToScreenPoint(distanceCenterPoint);
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rect.transform.position = screenPoint;
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rect.gameObject.SetActive(true);
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}
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else
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{
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{
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rect.gameObject.SetActive(false);
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rect.gameObject.SetActive(false);
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return;
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}
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}
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float distance = hit.distance;
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rect.GetComponentInChildren<TextMeshProUGUI>().text = distance.ToString("F2");
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Vector3 hitPoint = hit.point;
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Vector3 distanceCenterPoint = hitPoint - (direction * distance / 2);
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Vector2 screenPoint = Camera.main.WorldToScreenPoint(distanceCenterPoint);
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rect.transform.position = screenPoint;
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rect.gameObject.SetActive(true);
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tmpObj.transform.position = hitPoint;
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}
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}
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}
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}
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}
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}
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