Website may be up and down over next few months. I'm currently doing a complete overhaul of everything. Going back to simple individual .htm pages, new overall site theme, sanitizing and cleaning up html of all pages and blog posts, attempting to implement a new tooling and publishing system etc etc.

Below is a code sample containing drawing methods for drawing check boxes or any control type in a grid based layout similar to the SelectionGrid.

 
    using System;

    using UnityEngine;

    public class ControlGrid
    {
        /// <summary>
        /// Draw a grid of check boxes similar to SelectionGrid.
        /// </summary>
        /// <param name="checkedValues">Specifies the checked values of the check boxes.</param>
        /// <param name="text">The content for each individual check box.</param>
        /// <param name="columns">The number of columns in the grid.</param>
        /// <param name="style">The style to be applied to each check box.</param>
        /// <param name="options">Specifies layout options to be applied to each check box.</param>
        /// <returns>Returns the checked state for each check box.</returns>
        /// <remarks><p>Check boxes are drawn top to bottom, left to right.</p>  </remarks>
        /// <exception cref="IndexOutOfRangeException">Can occur if the size of the array is too small.</exception>
        public static bool[] DrawCheckBoxGrid(bool[] checkedValues, string[] text, int columns, GUIStyle style, params GUILayoutOption[] options)
        {
            // convert string content into gui content
            var content = new GUIContent[text.Length];
            for (var i = 0; i < content.Length; i++)
            {
                content[i] = new GUIContent(text[i]);
            }
            return DrawCheckBoxGrid(checkedValues, content, columns, style, options);
        }

        /// <summary>
        /// Draw a grid of check boxes similar to SelectionGrid.
        /// </summary>
        /// <param name="checkedValues">Specifies the checked values of the check boxes.</param>
        /// <param name="textures">The content for each individual check box.</param>
        /// <param name="columns">The number of columns in the grid.</param>
        /// <param name="style">The style to be applied to each check box.</param>
        /// <param name="options">Specifies layout options to be applied to each check box.</param>
        /// <returns>Returns the checked state for each check box.</returns>
        /// <remarks><p>Check boxes are drawn top to bottom, left to right.</p>  </remarks>
        /// <exception cref="IndexOutOfRangeException">Can occur if the size of the array is too small.</exception>
        public static bool[] DrawCheckBoxGrid(bool[] checkedValues, Texture2D[] textures, int columns, GUIStyle style, params GUILayoutOption[] options)
        {
            // convert texture content into gui content
            var content = new GUIContent[textures.Length];
            for (var i = 0; i < content.Length; i++)
            {
                content[i] = new GUIContent(string.Empty, textures[i]);
            }
            return DrawCheckBoxGrid(checkedValues, content, columns, style, options);
        }

        /// <summary>
        /// Draw a grid of check boxes similar to SelectionGrid.
        /// </summary>
        /// <param name="checkedValues">Specifies the checked values of the check boxes.</param>
        /// <param name="content">The content for each individual check box.</param>
        /// <param name="columns">The number of columns in the grid.</param>
        /// <param name="style">The style to be applied to each check box.</param>
        /// <param name="options">Specifies layout options to be applied to each check box.</param>
        /// <returns>Returns the checked state for each check box.</returns>
        /// <remarks><p>Check boxes are drawn top to bottom, left to right.</p>  </remarks>
        /// <exception cref="IndexOutOfRangeException">Can occur if the size of the array is too small.</exception>
        public static bool[] DrawCheckBoxGrid(bool[] checkedValues, GUIContent[] content, int columns, GUIStyle style, params GUILayoutOption[] options)
        {
            return DrawGenericGrid((e, i, s, o) => GUILayout.Toggle(e[i], content[i], style, options), checkedValues, content, columns, style, options);
        }

        /// <summary>
        /// Draw a grid of controls using a draw callback similar to SelectionGrid.
        /// </summary>
        /// <param name="drawCallback">Specifies a draw callback that is responsible for performing the actual drawing.</param>
        /// <param name="values">Specifies the values of the controls.</param>
        /// <param name="content">The content for each individual control.</param>
        /// <param name="columns">The number of columns in the grid.</param>
        /// <param name="style">The style to be applied to each control.</param>
        /// <param name="options">Specifies layout options to be applied to each control.</param>
        /// <returns>Returns the value for each control.</returns>
        /// <remarks><p>Controls are drawn top to bottom, left to right.</p>  </remarks>
        /// <exception cref="IndexOutOfRangeException">Can occur if the size of the array is too small.</exception>
        /// <exception cref="ArgumentNullException">If the drawCallback is null.</exception>
        public static T[] DrawGenericGrid<T>(Func<T[], int, GUIStyle, GUILayoutOption[], T> drawCallback, T[] values, GUIContent[] content, int columns, GUIStyle style, params GUILayoutOption[] options)
        {
            if (drawCallback == null)
            {
                throw new ArgumentNullException("drawCallback");
            }

            GUILayout.BeginVertical();
            var rowIndex = 0;
            var columnIndex = 0;
            var index = rowIndex * columns + columnIndex;

            GUILayout.BeginHorizontal();
            while (index < values.Length)
            {
                // draw control
                values[index] = drawCallback(values, index, style, options);

                // move to next column
                columnIndex++;

                // if passed max columns move down to next row and set to first column
                if (columnIndex > columns - 1)
                {
                    columnIndex = 0;
                    rowIndex++;

                    // remember to start a new horizontal layout
                    GUILayout.EndHorizontal();
                    GUILayout.BeginHorizontal();
                }

                // re-calculate the index
                index = rowIndex * columns + columnIndex;
            }
            GUILayout.EndHorizontal();

            GUILayout.EndVertical();
            return values;
        }
    } 

Here is a simple example of how to use the draw methods

var emptyContent = new[] { GUIContent.none, GUIContent.none, GUIContent.none, 
                            GUIContent.none, GUIContent.none, GUIContent.none, 
                            GUIContent.none, GUIContent.none, GUIContent.none };

GUILayout.BeginVertical(GUILayout.MinWidth(128));
rule.IgnoreUpper = GUILayout.Toggle(rule.IgnoreUpper, "Upper Neighbors");
rule.NeighborsUpper = ControlGrid.DrawCheckBoxGrid(rule.NeighborsUpper, emptyContent, 3, GUI.skin.button, GUILayout.MaxWidth(32), GUILayout.MaxHeight(32));
GUILayout.EndVertical();

ControlGrid


MEFHelpers provides a helper class that provides a static method to make MEF composition easier.

    /// <summary>
    /// Provides a helper class for MEF composition.
    /// </summary>
    public sealed class MEFHelpers
    {
        /// <summary>
        /// Composes MEF parts.
        /// </summary>
        /// <param name="parts">The composable object parts.</param>
        public static void Compose(params object[] parts)
        {
            Compose(parts, new string[0]);
        }

        /// <summary>
        /// Composes MEF parts.
        /// </summary>
        /// <param name="searchFolders">Provides a series of search folders to search for *.dll files.</param>
        /// <param name="parts">The composable object parts.</param>
        public static void Compose(IEnumerable<string> searchFolders, params object[] parts)
        {
            // setup composition container
            var catalog = new AggregateCatalog();

            // check if folders were specified
            if (searchFolders != null)
            {
                // add search folders
                foreach (var folder in searchFolders.Where(System.IO.Directory.Exists))
                {
                    catalog.Catalogs.Add(new DirectoryCatalog(folder, "*.dll"));
                }
            }

            // compose and create plug ins
            var composer = new CompositionContainer(catalog);
            composer.ComposeParts(parts);
        }
    }

A usage scenario is provided below

    public class KissCSMEFComposer  
    {
        [ImportMany(typeof(IProcessor))]
        public List<Lazy<IProcessor>> StringProcessors;

        [ImportMany(typeof(ICommandRepository))]
        public List<Lazy<ICommandRepository>> CommandRepository;
    }

    var composer = new KissCSMEFComposer();
    // try to connect with MEF types
    try
    {
        MEFHelpers.Compose(this.SearchFolders, composer);
    }
    catch (Exception ex)
    {
        // ERR: handle error
    }

    // register string processors
    foreach (var processor in composer.StringProcessors)
    {
        StringProcessorRepository.Instance.Register(processor.Value);
    }

    // etc ...

You can set the mouse cursor for a UI control by using EditorGUIUtility.AddCursorRect and specifying a MouseCursor enum.

if (GUILayout.Button("Add"))
{

}
            
// show the "Link" cursor when the mouse is hovering over this rectangle.
EditorGUIUtility.AddCursorRect(GUILayoutUtility.GetLastRect(), MouseCursor.Link);


The code below can be used to log performance of your code.

    using System.Collections.Generic;
    using System.Diagnostics;

    /// <summary>
    /// Provides a simple performance testing class that utilizes <see cref="Stopwatch"/>.
    /// </summary>
    /// <typeparam name="T">The type that will be used as the indexer.</typeparam>
    public class PerformanceTesting<T>
    {
        /// <summary>
        /// Provides a model that contains timer information.
        /// </summary>
        private class TimerModel
        {
            /// <summary>
            /// Used to record performance timings.
            /// </summary>
            public readonly Stopwatch Timer;

            /// <summary>
            /// Used to record how many times the <see cref="Timer"/> has been started.
            /// </summary>
            public int Count;

            /// <summary>
            /// Used to store the enabled state.
            /// </summary>
            private bool enabled;

            /// <summary>
            /// Gets or sets a value whether or not this timer if enabled.
            /// </summary>
            /// <remarks>If <see cref="Timer"/> has been started and Enabled is set to false the timer will be stopped.</remarks>
            public bool Enabled
            {
                get
                {
                    return this.enabled;
                }

                set
                {
                    this.enabled = value;

                    // be sure to stop the timer if disabled
                    if (!value && this.Timer.IsRunning)
                    {
                        this.Timer.Stop();
                    }
                }
            }

            /// <summary>
            /// Default constructor.
            /// </summary>
            public TimerModel()
            {
                this.Timer = new Stopwatch();
                this.enabled = true;
            }
        }

        /// <summary>
        /// Holds a reference to a singleton instance.
        /// </summary>
        private static PerformanceTesting<T> singleton;

        /// <summary>
        /// Used to store various timer information.
        /// </summary>
        private readonly Dictionary<T, TimerModel> timers;

        /// <summary>
        /// Default constructor.
        /// </summary>
        public PerformanceTesting()
        {
            this.timers = new Dictionary<T, TimerModel>();
        }

        /// <summary>
        /// Creates a new timer.
        /// </summary>
        /// <param name="key">The unique key for the timer.</param>
        /// <remarks>It is best to create the timer at the start of the application getting it ready for use.</remarks>
        public void Create(T key)
        {
            this.timers.Add(key, new TimerModel());
        }

        /// <summary>
        /// Creates a new timer for each key.
        /// </summary>
        /// <param name="keys">The unique keys for the timers.</param>
        /// <remarks>It is best to create the timer at the start of the application getting it ready for use.</remarks>
        public void Create(T[] keys)
        {
            foreach (var key in keys)
            {
                this.timers.Add(key, new TimerModel());
            }
        }

        /// <summary>
        /// Returns the total ticks that this timer has observed.
        /// </summary>
        /// <param name="key">The key to the timer information.</param>
        /// <returns>Returns a time value in ticks.</returns>
        public long TotalTicks(T key)
        {
            var model = this.timers[key];
            return model.Timer.ElapsedTicks;
        }

        /// <summary>
        /// Returns the total ticks that this timer has observed.
        /// </summary>
        /// <param name="keys">The keys to the timers information.</param>
        /// <returns>Returns the sum of the time values in ticks.</returns>
        public long TotalTicks(T[] keys)
        {
            long total = 0;
            foreach (var key in keys)
            {
                var model = this.timers[key];
                total += model.Timer.ElapsedTicks;
            }

            return total;
        }

        /// <summary>
        /// Gets the start count.
        /// </summary>
        /// <param name="key">The key to the timer information.</param>
        /// <returns>The number of times the timer has started.</returns>
        public int GetStartCount(T key)
        {
            var model = this.timers[key];
            return model.Count;
        }

        /// <summary>
        /// Gets the start count for specified timers.
        /// </summary>
        /// <param name="keys">The keys to the timer information.</param>
        /// <returns>The sum total of times all specified the timers have started.</returns>
        public int GetStartCount(T[] keys)
        {
            int total = 0;
            foreach (var key in keys)
            {
                var model = this.timers[key];
                total += model.Count;
            }

            return total;
        }

        /// <summary>
        /// Returns the total ticks that this timer has observed.
        /// </summary>
        /// <param name="key">The key to the timer information.</param>
        /// <returns>Returns a time value in milliseconds.</returns>
        public long TotalMilliseconds(T key)
        {
            var model = this.timers[key];
            return model.Timer.ElapsedMilliseconds;
        }

        /// <summary>
        /// Returns the total ticks that this timer has observed.
        /// </summary>
        /// <param name="keys">The keys to the timers information.</param>
        /// <returns>Returns the sum of the time values in milliseconds.</returns>
        public long TotalMilliseconds(T[] keys)
        {
            long total = 0;
            foreach (var key in keys)
            {
                var model = this.timers[key];
                total += model.Timer.ElapsedMilliseconds;
            }

            return total;
        }

        /// <summary>
        /// Calculates the average time in ticks that elapsed while this timer was recording.
        /// </summary>
        /// <param name="key">The key to the timer information.</param>
        /// <returns>Returns the average time in ticks that elapsed between each start and stop.</returns>
        public long AverageTicks(T key)
        {
            var model = this.timers[key];
            return model.Timer.ElapsedTicks / model.Count;
        }

        /// <summary>
        /// Calculates the total average time in ticks that elapsed while the specified timers were recording.
        /// </summary>
        /// <param name="keys">The keys to the timer information.</param>
        /// <returns>Returns the total average time in ticks that elapsed between each start and stop for all the specified timers.</returns>
        public long AverageTicks(T[] keys)
        {
            long total = 0;
            var count = 0;
            foreach (var key in keys)
            {
                var model = this.timers[key];
                total += model.Timer.ElapsedTicks;
                count += model.Count;
            }

            return total / count;
        }

        /// <summary>
        /// Calculates the average time in milliseconds that elapsed while this timer was recording.
        /// </summary>
        /// <param name="key">The key to the timer information.</param>
        /// <returns>Returns the average time in milliseconds that elapsed between each start and stop.</returns>
        public long AverageMilliseconds(T key)
        {
            var model = this.timers[key];
            if (model.Count == 0)
            {
                return 0;
            }

            return model.Timer.ElapsedMilliseconds / model.Count;
        }

        /// <summary>
        /// Calculates the total average time in milliseconds that elapsed while the specified timers were recording.
        /// </summary>
        /// <param name="keys">The keys to the timer information.</param>
        /// <returns>Returns the total average time in milliseconds that elapsed between each start and stop for all the specified timers.</returns>
        public long AverageMilliseconds(T[] keys)
        {
            long total = 0;
            var count = 0;
            foreach (var key in keys)
            {
                var model = this.timers[key];
                total += model.Timer.ElapsedMilliseconds;
                count += model.Count;
            }

            if (count == 0)
            {
                return 0;
            }

            return total / count;
        }

        /// <summary>
        /// Removes the specified timers.
        /// </summary>
        /// <param name="keys">The keys to the timers that will be removed.</param>
        public void Remove(T[] keys)
        {
            foreach (var key in keys)
            {
                this.timers.Remove(key);
            }
        }

        /// <summary>
        /// Removes a timer.
        /// </summary>
        /// <param name="key">The key to the timer information.</param>
        public void Remove(T key)
        {
            this.timers.Remove(key);
        }

        /// <summary>
        /// Resets all the timers.
        /// </summary>
        public void ResetAll()
        {
            foreach (var pair in this.timers)
            {
                pair.Value.Timer.Reset();
            }
        }

        /// <summary>
        /// Resets all the timers.
        /// </summary>
        /// <param name="resetCounts">If true will set each timer start count to 0.</param>
        public void ResetAll(bool resetCounts)
        {
            foreach (var pair in this.timers)
            {
                pair.Value.Timer.Reset();
                if (resetCounts)
                {
                    pair.Value.Count = 0;
                }
            }
        }

        /// <summary>
        /// Gets an array of timer keys.
        /// </summary>
        /// <returns>Returns an array of timer keys.</returns>
        public T[] GetKeys()
        {
            var keys = new T[this.timers.Count];
            this.timers.Keys.CopyTo(keys, 0);
            return keys;
        }

        /// <summary>
        /// Sets the enabled state of the timer.
        /// </summary>
        /// <param name="key">The key to the timer information.</param>
        /// <param name="enabled">If true the timer will be enabled. If false the timer will be stopped if it is running.</param>
        public void SetEnabled(T key, bool enabled)
        {
            var model = this.timers[key];
            model.Enabled = enabled;
        }

        /// <summary>
        /// Sets the enabled state of the specified timers.
        /// </summary>
        /// <param name="keys">The keys to the timer information.</param>
        /// <param name="enabled">If true the timers will be enabled. If false the timers will be stopped if they are running.</param>
        public void SetEnabled(T[] keys, bool enabled)
        {
            foreach (var key in keys)
            {
                var model = this.timers[key];
                model.Enabled = enabled;
            }
        }

        /// <summary>
        /// Gets the enabled state of the timer.
        /// </summary>
        /// <param name="key">The key to the timer information.</param>
        public bool IsEnabled(T key)
        {
            var model = this.timers[key];
            return model.Enabled;
        }

        /// <summary>
        /// Gets the enabled state of the specified timers.
        /// </summary>
        /// <param name="keys">The keys to the timer information.</param>
        /// <param name="enabled">Will contain the enabled state for each specified key.</param>
        public void IsEnabled(T[] keys, out bool[] enabled)
        {
            var enabledStates = new bool[keys.Length];
            for (int i = 0; i < keys.Length; i++)
            {
                var model = this.timers[keys[i]];
                enabledStates[i] = model.Enabled;
            }

            enabled = enabledStates;
        }

        /// <summary>
        /// Starts the timer.
        /// </summary>
        /// <param name="key">The key to the timer information.</param>
        /// <remarks>Will not start if the enabled state is false.</remarks>
        public void Start(T key)
        {
            var model = this.timers[key];
            if (!model.Enabled)
            {
                return;
            }
            model.Count++;
            model.Timer.Start();
        }

        /// <summary>
        /// Starts the timers.
        /// </summary>
        /// <param name="keys">The keys to the timer information.</param>
        /// <remarks>Will not start if the timers enabled state is false.</remarks>
        public void Start(T[] keys)
        {
            foreach (var key in keys)
            {
                var model = this.timers[key];
                if (!model.Enabled)
                {
                    continue;
                }
                model.Count++;
                model.Timer.Start();
            }
        }

        /// <summary>
        /// Stops the timer.
        /// </summary>
        /// <param name="key">The key to the timer information.</param>
        public void Stop(T key)
        {
            var model = this.timers[key];
            if (!model.Enabled)
            {
                return;
            }
            model.Timer.Stop();
        }

        /// <summary>
        /// Stops the timers.
        /// </summary>
        /// <param name="keys">The keys to the timer information.</param>
        public void Stop(T[] keys)
        {
            foreach (var key in keys)
            {
                var model = this.timers[key];
                if (!model.Enabled)
                {
                    continue;
                }
                model.Timer.Stop();
            }
        }

        /// <summary>
        /// Resets the timer.
        /// </summary>
        /// <param name="key">The key to the timer information.</param>
        public void Reset(T key)
        {
            this.Reset(key, false);
        }

        /// <summary>
        /// Resets the timers.
        /// </summary>
        /// <param name="keys">The keys to the timer information.</param>
        public void Reset(T[] keys)
        {
            this.Reset(keys, false);
        }

        /// <summary>
        /// Resets the timer.
        /// </summary>
        /// <param name="key">The key to the timer information.</param>
        /// <param name="resetCount">If true the start count for the timer will be set to 0.</param>
        public void Reset(T key, bool resetCount)
        {
            var model = this.timers[key];
            model.Timer.Reset();
            if (resetCount)
            {
                model.Count = 0;
            }
        }

        /// <summary>
        /// Resets the timers.
        /// </summary>
        /// <param name="keys">The keys to the timer information.</param>
        /// <param name="resetCounts">If true the start count for the timers will be set to 0.</param>
        public void Reset(T[] keys, bool resetCounts)
        {
            foreach (var key in keys)
            {
                var model = this.timers[key];
                model.Timer.Reset();
                if (resetCounts)
                {
                    model.Count = 0;
                }
            }
        }

        /// <summary>
        /// Resets the timer start count to 0.
        /// </summary>
        /// <param name="key">The key to the timer information.</param>
        public void ResetCount(T key)
        {
            var model = this.timers[key];
            model.Count = 0;
        }

        /// <summary>
        /// Resets each timer start count to 0.
        /// </summary>
        /// <param name="keys">The keys to the timer information.</param>
        public void ResetCount(T[] keys)
        {
            foreach (var key in keys)
            {
                var model = this.timers[key];
                model.Count = 0;
            }
        }

        /// <summary>
        /// Restarts the timer.
        /// </summary>
        /// <param name="key">The key to the timer information.</param>
        /// <param name="resetCount">If true the start count for the timer will be set to 0.</param>
        /// <remarks>The timer will be reset then started again.</remarks>
        public void Restart(T key, bool resetCount)
        {
            var model = this.timers[key];
            model.Timer.Reset();
            if (resetCount)
            {
                model.Count = 0;
            }

            this.Start(key);
        }

        /// <summary>
        /// Restarts the specified timers.
        /// </summary>
        /// <param name="keys">The keys to the timer information.</param>
        /// <param name="resetCounts">If true the start count for the timers will be set to 0.</param>
        /// <remarks>Each timer will be reset then started again.</remarks>
        public void Restart(T[] keys, bool resetCounts)
        {
            foreach (var key in keys)
            {
                var model = this.timers[key];
                model.Timer.Reset();
                if (resetCounts)
                {
                    model.Count = 0;
                }
            }

            this.Start(keys);
        }

        /// <summary>
        /// Gets a singleton instance of the <see cref="PerformanceTesting{T}"/> class.
        /// </summary>
        public static PerformanceTesting<T> Instance
        {
            get
            {
                return singleton ?? (singleton = new PerformanceTesting<T>());
            }
        }
    }

Setting up a performance counter

#if PERFORMANCE
            var perf = PerformanceTesting<string>.Instance;
            perf.Create("ScanLines");
#endif

A sample usage

#if PERFORMANCE
                var perf = PerformanceTesting<string>.Instance;
                perf.Reset("ScanLines");
                perf.Start("ScanLines");
#endif
                this.scanner.Calculate(this.points);
#if PERFORMANCE
                perf.Stop("ScanLines");
#endif

How to report the results

#if PERFORMANCE
        public static void ReportPerformanceTimes()
        {
            var perf = PerformanceTesting<string>.Instance;
            foreach (var value in perf.GetKeys())
            {
                Debug.Log(string.Format("{0} - Total: {1}ms Average: {2} Count: {3}", value, perf.TotalMilliseconds(value), perf.AverageMilliseconds(value), perf.GetStartCount(value)));
            }

            Debug.Log(string.Format("Total Performance Times - Total: {0}ms", perf.TotalMilliseconds("ScanLines")));
        }
#endif

Unity 101 Tip #59 – PingObject

Published 3/25/2013 by createdbyx in Unity | News
Tags: ,

Ever wonder how unity makes assets in the project window pop out when you select a link to them in the inspector? See the EditorGUIUtility.PingObject method.

PingObject

[MenuItem("Examples/Ping Selected")]
static void Ping()
{
    if (!Selection.activeObject)
    {
        Debug.LogError("Select an object to ping");
        return;
    }
    EditorGUIUtility.PingObject(Selection.activeObject);
}

This code uses a Point type that contains X/Y as integers similar to System.Drawing.Point. This class is used to calculate vertical scan lines for a polygon. It has been tested with 3 points but beyond that I am unsure if it will work.

using System;

/// <summary>
/// Helper class used to calculate scan lines of a triangle
/// </summary>
public class TriangleScanLineCalculator
{
    /// <summary>
    /// Provides a high low type for storing min & max values for scan lines.
    /// </summary>
    public struct HiLoTYPE
    {
        public int High;
        public int Low;
    }

    /// <summary>
    /// Holds scan line information.
    /// </summary>
    protected internal HiLoTYPE[] scanLines;

    /// <summary>
    /// Holds the calculated scan line count.
    /// </summary>
    protected internal int scanLineCount;

    /// <summary>
    /// Gets the right most side of the triangle.
    /// </summary>
    public int MaximumX { get; private set; }

    /// <summary>
    /// Gets the left most side of the triangle.
    /// </summary>
    public int MinimumX { get; private set; }

    /// <summary>
    /// Gets the number of scan lines.
    /// </summary>
    public int Count
    {
        get { return scanLineCount; }
    }

    /// <summary>
    /// Calculates the min & max y values for each scan line.
    /// </summary>
    /// <param name="points">The points that make up the triangle</param>
    public void Calculate(Point[] points)
    {
        var xMax = 0;
        var xMin = 0;
        float XDelta = 0;
        float YDelta = 0;
        // X/Y distance between 2 vertexes
        float YPos = 0;
        float YSlope = 0;
        var VertIndex1 = 0;
        var VertIndex2 = 0;
        var tempIndex = 0;

        // Step 1: Find the min and max 'X' dimensions of the polygon
        xMax = int.MinValue;
        xMin = int.MaxValue;
        for (var i = 0; i <= points.Length - 1; i++)
        {
            if (xMax < points[i].X)
            {
                xMax = points[i].X;
            }

            if (xMin > points[i].X)
            {
                xMin = points[i].X;
            }
        }
        this.MinimumX = xMin;
        this.MaximumX = xMax;
        this.scanLineCount = xMax - xMin;

        // Step 2: Resize scan line array to hold all the high and low x values
        if (this.scanLines == null || this.scanLines.Length < xMax - xMin)
        {
            // allocate 
            Array.Resize(ref this.scanLines, (xMax - xMin) + 100);
        }

        // Step3: Set the height value of all scan lines to there min or max value(s)
        for (var i = 0; i <= this.scanLines.Length - 1; i++)
        {
            this.scanLines[i].High = int.MinValue;
            this.scanLines[i].Low = int.MaxValue;
        }

        // Step 4: Set up the Y highs and lows for each X scan line between the min X and Max X points
        for (var i = 0; i < points.Length; i++)
        {
            // Step4a: Determine witch sides of the polygon we will be setting up
            VertIndex1 = i;
            VertIndex2 = i + 1;
            if (VertIndex2 == points.Length) VertIndex2 = 0;

            // Step4b: check if the first vertex if farther right then the second vertex
            // and if so swap vertex indexes
            if (points[VertIndex1].X > points[VertIndex2].X)
            {
                tempIndex = VertIndex1;
                VertIndex1 = VertIndex2;
                VertIndex2 = tempIndex;
            }

            // Step4c: Find the X/Y dist between vert1 and vert2
            XDelta = points[VertIndex2].X - points[VertIndex1].X;
            YDelta = points[VertIndex2].Y - points[VertIndex1].Y;

            // Step4d: Determine the Y slope to use.
            // YSlope determines how much to move down for every move we make to the right
            if (XDelta != 0)
            {
                YSlope = YDelta / XDelta;
            }
            else
            {
                YSlope = 0;
            }

            // Save the starting y position in YPos
            YPos = points[VertIndex1].Y;

            // Step4e: Process all of scan lines between vert1 and vert2
            for (var idy = points[VertIndex1].X; idy < points[VertIndex2].X; idy++)
            {
                // If the scan lines higher value has already been set then set the lower value
                // we use the formula 'idy - XMin' to determine what index into the scan line
                // array to use. (ScanLineIndex = AnyPositionBetweenVert1AndVert2 - LeftMostPartOfPoly)

                // Store the scan line index in the TmpIndex variable so we don't
                // have the overhead of doing 5 subtractions
                tempIndex = idy - xMin;

                var item = this.scanLines[tempIndex];

                // Check if Scan(TmpIndex).High has been set already
                if (item.High == int.MinValue)
                {
                    // High has not been set yet
                    item.High = (int)YPos;
                }
                else
                {
                    // High has been set yet so we set the low point
                    item.Low = (int)YPos;

                    // Ensure that the High is actually a higher value then low
                    if (item.High < item.Low)
                    {
                        var tempValue = item.High;
                        item.High = item.Low;
                        item.Low = tempValue;
                    }
                }
                this.scanLines[tempIndex] = item;

                // update the Y position
                YPos += YSlope;
            }
        }
    }

    /// <summary>
    /// Retrieves a scan line.
    /// </summary>
    /// <param name="index">The index of the scan line.</param>
    /// <returns>Returns information about the scan line.</returns>
    public HiLoTYPE ScanLine(int index)
    {
        return this.scanLines[index];
    }

    /// <summary>
    /// Gets all the scan lines.
    /// </summary>
    /// <returns>Returns all the scan line information.</returns>
    public HiLoTYPE[] GetScanLines()
    {
        // if there are no scan lines return null.
        if (this.scanLineCount == 0)
        {
            return null;
        }

        // resize the array 
        Array.Resize(ref this.scanLines, this.scanLineCount);
        return this.scanLines;
    }

    /// <summary>
    /// Calculates the scan lines for a triangle.
    /// </summary>
    /// <param name="points">The triangle points.</param>
    /// <param name="minXValue">Will return the minimum x value that the triangle starts at.</param>
    /// <returns>Returns the min max y values of the scanline.</returns>
    public static HiLoTYPE[] Calculate(Point[] points, out int minXValue)
    {
        // create scan line calculator and get values from it
        var scanner = new TriangleScanLineCalculator();
        scanner.Calculate(points);
        var items = scanner.GetScanLines();
        minXValue = scanner.MinimumX;
        return items;
    }
}

If you are writing UI code and you want the controls you are drawing to appear as if they are labels until they are in focus you can use  the EditorGUIUtility.LookLikeInspector & EditorGUIUtility.LookLikeControls methods.

LookLikeControls

public class LookLikeControlsInspector : EditorWindow
{
    private int integer1;
    float float1 = 5.5f;

    [MenuItem("Examples/Look Like Controls - Inspector")]
    static void Init()
    {
        var window = GetWindow<LookLikeControlsInspector>();
        window.Show();
    }

    void OnGUI()
    {
        EditorGUIUtility.LookLikeInspector();
        EditorGUILayout.TextField("Text Field:", "Hello There");
        EditorGUILayout.IntField("Int Field:", integer1);
        EditorGUILayout.FloatField("Float Field:", float1);
        EditorGUILayout.Space();
        EditorGUIUtility.LookLikeControls();
        EditorGUILayout.TextField("Text Field", "Hello There");
        EditorGUILayout.IntField("Int Field:", integer1);
        EditorGUILayout.FloatField("Float Field:", float1);
    }
}

I recently came across a strange behavior while loading text resource assets. In particular the Resources.LoadAll method does not accept Path.DirectorySeparatorChar characters in a path. In fact it only accepts Path.AltDirectorySeparatorChar characters. This behavior is different then standard .net file/folder methods that accept either Path.AltDirectorySeparatorChar or Path.DirectorySeparatorChar without distinction. What this means is that you can’t directly use Path.Combine to build a path and pass it to the Resources.LoadAll method you first have to replace any Path.DirectorySeparatorChar characters with Path.AltDirectorySeparatorChar characters.

The documentation for Resources.Load also does not mention this behavior.

I have submitted a bug report here –> https://fogbugz.unity3d.com/default.asp?533268_jgvrk2lbu1qm398e

    using System.IO;

    using UnityEditor;

    using UnityEngine;

    /// <summary>
    /// Handles settings registration.
    /// </summary>
    [InitializeOnLoad]
    public class EditorInitialization
    {
        /// <summary>
        /// Holds a value indicating whether the RunCallbacks method has been called at least once before.
        /// </summary>
        private static bool ranOnce;

        /// <summary>
        /// Initializes static members of the <see cref="EditorInitialization"/> class.
        /// </summary>
        static EditorInitialization()
        {
            EditorApplication.update += RunCallbacks;
        }

        private static void RunCallbacks()
        {
            if (!ranOnce)
            {
                // try to load resource
                var path = Path.Combine("Test/SubFolder", "testfile"); // result is Test/SubFolder\testfile

                // var data = Resources.LoadAll("Test/SubFolder/testfile", typeof(TextAsset)); // this line is successful
                var data = Resources.LoadAll(path, typeof(TextAsset));  // this line fails

                if (data != null && data.Length != 0)
                {
                    Debug.Log("found it");
                }
                else
                {
                    Debug.Log("not found! " + path);
                }

                ranOnce = true;
                return;
            }

            // do stuff 
        }
    }

Source - http://stackoverflow.com/questions/11518935/mvc-redirect-to-default-route/11520787#11520787

Redirect route handler

public class RedirectRouteHandler : IRouteHandler
{
    private string _redirectUrl;

    public RedirectRouteHandler(string redirectUrl)
    {
        _redirectUrl = redirectUrl;
    }

    public IHttpHandler GetHttpHandler(RequestContext requestContext)
    {
        if (_redirectUrl.StartsWith("~/"))
        {
            string virtualPath = _redirectUrl.Substring(2);
            Route route = new Route(virtualPath, null);
            var vpd = route.GetVirtualPath(requestContext,
                requestContext.RouteData.Values);
            if (vpd != null)
            {
                _redirectUrl = "~/" + vpd.VirtualPath;
            }
        }

        return new RedirectHandler(_redirectUrl, false);
    } 
}

Redirect http handler

public class RedirectHandler : IHttpHandler
{
    private readonly string _redirectUrl;

    public RedirectHandler(string redirectUrl, bool isReusable)
    {
        _redirectUrl = redirectUrl;
        IsReusable = isReusable;
    }

    public bool IsReusable { get; private set; }

    public void ProcessRequest(HttpContext context)
    {
        context.Response.Status = "301 Moved Permanently";
        context.Response.StatusCode = 301;
        context.Response.AddHeader("Location", _redirectUrl);
    }
}

Extension methods

public static class RouteExtensions
{
    public static void Redirect(this RouteCollection routes, string url, string redirectUrl)
    {
        routes.Add(new Route(url, new RedirectRouteHandler(redirectUrl)));
    }
}

The code below allows you to copy a directory structure with or without sub folders including files. Also includes a callback that can be used to filter out files or folders and reports the copy progress.

/// <summary>
/// Copies a directory structure to the destination.
/// </summary>
/// <param name="source">The directory structure to be copied.</param>
/// <param name="destination">The destination where the directory structure will be copied to.</param>
/// <param name="copySubDirectories">true to copy all subdirectories.</param>
/// <param name="overwriteFiles">true if the destination files can be overwritten; otherwise, false.</param>
/// <param name="callback">Provides a callback function for reporting progress. </param>
/// <remarks><p>The callback invoked just before a file copy occurs providing a way of being notified.</p>
/// <p>The callback parameter order is source file, destination file, progress.</p>
/// <p>If the callback is specified it should return true to allow the file copy to occur.</p> 
/// <p>The progress parameter reports progress from 0 to 100. Values to the left of the decimal represent folder copy progress and values to the
/// right of the decimal from 0.000 to 0.99 represent the current file copy progress for the folder that is being copied.</p>
/// <p>To get the current file copy progress as a value from 0 to 100 use the formula fileProgress = progress - 100 * 100.</p></remarks>
public static void CopyDirectories(string source, string destination, bool copySubDirectories, bool overwriteFiles, Func<string, string, float, bool> callback)
{
    // ensure source folder exists
    if (!Directory.Exists(source))
    {
        throw new DirectoryNotFoundException("The path specified in source is invalid (for example, it is on an unmapped drive).");
    }

    // create destination folder
    Directory.CreateDirectory(destination);

    // get all files in source and copy them to destination folder
    var files = Directory.GetFiles(source);
    var progress = 0f; // used to report the progress from 0 to 100

    // set up action to copy files
    var fileProcessor = new Action<float, string[], string>((folderProgress, filesToCopy, folder) =>
        {
            // copy files
            for (var i = 0; i < filesToCopy.Length; i++)
            {
                // get file
                var file = filesToCopy[i];

                // set default result
                var result = true;

                // build destination filename
                var fileName = Path.GetFileName(file);
                if (fileName == null) // should never happen
                {
                    return;
                }

                fileName = Path.Combine(folder, fileName);

                // check if callback specified
                if (callback != null)
                {
                    // store result from callback
                    result = callback(file, fileName, progress);
                }

                // if result is true we are allowed to copy the file
                if (result)
                {
                    File.Copy(file, fileName, overwriteFiles);
                }

                // (folder progress * 100) + file progress
                progress = folderProgress + ((float)i / filesToCopy.Length);
            }
        });

    // copy initial files
    fileProcessor(0, files, destination);

    // check to copy sub directories
    if (!copySubDirectories)
    {
        return;
    }

    // get the folder tree for the source folder
    var folders = Directory.GetDirectories(source, "*.*", SearchOption.AllDirectories);

    // process each sub folder
    for (var index = 0; index < folders.Length; index++)
    {
        // get folder and increment index
        var folder = folders[index];

        // get files
        files = Directory.GetFiles(folder);

        // crop source root from destination and build destination folder path
        folder = folder.Remove(0, source.Length);
        folder = Path.Combine(destination, folder);

        // create destination folder
        Directory.CreateDirectory(folder);

        // process file copying
        fileProcessor((index / folders.Length) * 100, files, folder);
    }
}

Created by: X

Just another personal website in this crazy online world

Name of author Dean Lunz (aka Created by: X)
Computer programming nerd, and tech geek.
About Me -- Resume