testss
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using UnityEngine;
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using UnityHandles = UnityEditor.Handles;
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using UnityTexture2D = UnityEngine.Texture2D;
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namespace UnityEditor.U2D.Sprites
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{
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internal interface IHandles
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{
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Color color { get; set; }
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Matrix4x4 matrix { get; set; }
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Vector3[] MakeBezierPoints(Vector3 startPosition, Vector3 endPosition, Vector3 startTangent, Vector3 endTangent, int division);
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void DrawAAPolyLine(ITexture2D lineTex, float width, params Vector3[] points);
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void DrawAAPolyLine(ITexture2D lineTex, params Vector3[] points);
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void DrawLine(Vector3 p1, Vector3 p2);
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void SetDiscSectionPoints(Vector3[] dest, Vector3 center, Vector3 normal, Vector3 from, float angle, float radius);
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}
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internal class HandlesSystem : IHandles
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{
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static IHandles m_System;
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static public void SetSystem(IHandles system)
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{
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m_System = system;
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}
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static public IHandles GetSystem()
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{
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if (m_System == null)
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m_System = new HandlesSystem();
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return m_System;
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}
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public Color color
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{
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get { return UnityHandles.color; }
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set { UnityHandles.color = value; }
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}
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public Matrix4x4 matrix
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{
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get { return UnityHandles.matrix; }
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set { UnityHandles.matrix = value; }
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}
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public Vector3[] MakeBezierPoints(Vector3 startPosition, Vector3 endPosition, Vector3 startTangent, Vector3 endTangent, int division)
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{
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return UnityHandles.MakeBezierPoints(startPosition, endPosition, startTangent, endTangent, division);
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}
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public void DrawAAPolyLine(ITexture2D lineTex, float width, params Vector3[] points)
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{
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UnityHandles.DrawAAPolyLine((UnityTexture2D)lineTex, width, points);
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}
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public void DrawAAPolyLine(ITexture2D lineTex, params Vector3[] points)
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{
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UnityHandles.DrawAAPolyLine((UnityTexture2D)lineTex, points);
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}
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public void DrawLine(Vector3 p1, Vector3 p2)
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{
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UnityHandles.DrawLine(p1, p2);
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}
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public void SetDiscSectionPoints(Vector3[] dest, Vector3 center, Vector3 normal, Vector3 from, float angle, float radius)
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{
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UnityHandles.SetDiscSectionPoints(dest, center, normal, from, angle, radius);
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}
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}
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}
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