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improve division gizmos

This commit is contained in:
in0finite 2019-10-20 21:28:21 +02:00
parent 0698429c25
commit b3d082dbe2

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@ -31,13 +31,13 @@ namespace SanAndreasUnity.Behaviours.World
private Division _childB;
private List<MapObject> _objects;
public int NumObjects { get { return _objects.Count; } }
public int NumObjects { get { return _objects != null ? _objects.Count : 0; } }
public int NumObjectsIncludingChildren
{
get
{
int count = _objects.Count;
int count = this.NumObjects;
if (_childA != null)
count += _childA.NumObjectsIncludingChildren;
if (_childB != null)
@ -208,15 +208,12 @@ namespace SanAndreasUnity.Behaviours.World
private void OnDrawGizmosSelected()
{
Vector3 center = ((this.Min + this.Max) * 0.5f).ToVector3XZ();
Vector3 size = (this.Max - this.Min).ToVector3XZ();
size.y = 100;
Gizmos.color = Color.green;
Gizmos.DrawWireCube(center, size);
Gizmos.DrawWireCube(_bounds.center, _bounds.size.WithY(100f));
F.HandlesDrawText(center,
string.Format("total objects {0}, my objects {1}, load order {2}", _objects != null ? this.NumObjectsIncludingChildren : 0, _objects != null ? this.NumObjects : 0, this.LoadOrder),
F.HandlesDrawText(_bounds.center,
string.Format("total objects {0}, my objects {1}, load order {2}", this.NumObjectsIncludingChildren, this.NumObjects, this.LoadOrder),
Color.green);
/*