using PublicTools.Unity; using System.Collections; using System.Collections.Generic; using UnityEngine; namespace ShadowStudio.Tool { /// /// 黑板的配置 /// public class BoardConf { /// /// 黑板的key /// private string prikey = "MainBord"; /// /// 物体的边界大小,尺寸 /// 默认是1920*1080的屏幕 /// private XVector2 boundary = new XVector2(new Vector2(3000, 1400)); /// /// 网格大小,尺寸,默认10*10的大小 /// private XVector2 cellSize = new XVector2(Vector2.one * 10); /// /// 吸附的距离,点到平面的距离 /// 如果是边界,判断是否相交 /// private float adsorption = 10; /// /// 展示的距离,吸附在表面的距离,避免和黑板重叠,设置位置差 /// private float showDis = -1; /// /// 是否自动对齐网格 /// private bool isAutoAlign = true; /// /// 是否自动排列 /// 按照网格的顺序自动排列 /// private bool isAutoArrange = false; /// /// 误差相差的角度 /// private float angle = 15; /// 按下移出距离 /// private float pressPonit = -0.1f; /// /// 黑板的key /// public string Prikey { get => prikey; set => prikey = value; } /// /// 物体的边界大小,尺寸 /// 默认是1920*1080的屏幕 /// public XVector2 Boundary { get => boundary; set => boundary = value; } /// /// 网格大小,尺寸,默认10*10的大小 /// public XVector2 CellSize { get => cellSize; set => cellSize = value; } /// /// 吸附的距离,点到平面的距离 /// 如果是边界,判断是否相交 /// public float Adsorption { get => adsorption; set => adsorption = value; } /// /// 是否自动对齐网格 /// public bool IsAutoAlign { get => isAutoAlign; set => isAutoAlign = value; } /// /// 是否自动排列 /// 按照网格的顺序自动排列 /// public bool IsAutoArrange { get => isAutoArrange; set => isAutoArrange = value; } /// /// 平面相差角度 /// public float Angle { get => angle; set => angle = value; } public float ShowDis { get => showDis; set => showDis = value; } public float PressPonit { get => pressPonit; set => pressPonit = value; } } }