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Handles.DrawLines

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public static function DrawLines(lineSegments: Vector3[]): void;
public static void DrawLines(Vector3[] lineSegments);

Parameters

lineSegments A list of pairs of points that represent the start and end of line segments.

Description

Draw a list of line segments.

"Draw multiple lines in sceneview.".

#pragma strict
// Draw lines to the connected game objects that a script has.
// if the target object doesn't have any game objects attached
// then it draws a line from the object to 0,0,0.
@CustomEditor(ConnectedObjects)
class ConnectLineHandle extends Editor {
	function OnSceneGUI() {
		var connectedObjects: ConnectedObjects = target as ConnectedObjects;
		if (connectedObjects.objs == null || connectedObjects.objs.Length == 0)return ;
		// we store the start and end points of the line segments in this array
		var lineSegments: Vector3[] = new Vector3[connectedObjects.objs.Length * 2];
		var lastObject: int = connectedObjects.objs.Length - 1;
		var prevPoint: Vector3;
		if (connectedObjects.objs[lastObject]) {
			prevPoint = connectedObjects.objs[lastObject].transform.position;
		}
		else {
			prevPoint = Vector3.zero;
		}
		var pointIndex: int = 0;
		for (var currObjectIndex: int = 0; currObjectIndex < connectedObjects.objs.Length; currObjectIndex++) {
			// find the position of our connected object and store it
			var currPoint: Vector3;
			if (connectedObjects.objs[currObjectIndex]) {
				currPoint = connectedObjects.objs[currObjectIndex].transform.position;
			}
			else {
				currPoint = Vector3.zero;
			}
			// store the starting point of the line segment
			lineSegments[pointIndex] = prevPoint;
			pointIndex++;
			// store the ending point of the line segment
			lineSegments[pointIndex] = currPoint;
			pointIndex++;
			prevPoint = currPoint;
		}
		Handles.DrawLines(lineSegments);
	}
}
// Draw lines to the connected game objects that a script has.
// if the target object doesn't have any game objects attached
// then it draws a line from the object to 0,0,0.

using UnityEditor; using UnityEngine; using System.Collections.Generic;

[CustomEditor(typeof(ConnectedObjects))] class ConnectLineHandle : Editor { void OnSceneGUI() { ConnectedObjects connectedObjects = target as ConnectedObjects; if (connectedObjects.objs == null || connectedObjects.objs.Length == 0) return; // we store the start and end points of the line segments in this array Vector3[] lineSegments = new Vector3[connectedObjects.objs.Length * 2];

int lastObject = connectedObjects.objs.Length - 1; Vector3 prevPoint; if (connectedObjects.objs[lastObject]) { prevPoint = connectedObjects.objs[lastObject].transform.position; } else { prevPoint = Vector3.zero; } int pointIndex = 0; for (int currObjectIndex = 0; currObjectIndex < connectedObjects.objs.Length; currObjectIndex++) { // find the position of our connected object and store it Vector3 currPoint; if (connectedObjects.objs[currObjectIndex]) { currPoint = connectedObjects.objs[currObjectIndex].transform.position; } else { currPoint = Vector3.zero; }

// store the starting point of the line segment lineSegments[pointIndex] = prevPoint; pointIndex++;

// store the ending point of the line segment lineSegments[pointIndex] = currPoint; pointIndex++;

prevPoint = currPoint; } Handles.DrawLines(lineSegments); } }

And the script attached to this Handle:

//ConnectedObjects.js

public var objs: GameObject[] = null;
using UnityEngine;
using System.Collections;
public class ConnectedObjects : MonoBehaviour
{
    public GameObject[] objs = null;
}

public static function DrawLines(points: Vector3[], segmentIndices: int[]): void;
public static void DrawLines(Vector3[] points, int[] segmentIndices);

Parameters

points A list of points.
segmentIndices A list of pairs of indices to the start and end points of the line segments.

Description

Draw a list of indexed line segments.

#pragma strict
// Draw lines to the connected game objects that a script has.
// if the target object doesn't have any game objects attached
// then it draws a line from the object to 0,0,0.
@CustomEditor(ConnectedObjects)
class ConnectLineHandle extends Editor {
	function OnSceneGUI() {
		var connectedObjects: ConnectedObjects = target as ConnectedObjects;
		if (connectedObjects.objs == null || connectedObjects.objs.Length == 0)return ;
		// we store the points of the line segments in this array
		var points: Vector3[] = new Vector3[connectedObjects.objs.Length];
		// the index to the start and the end point
		var segmentIndices: int[] = new int[connectedObjects.objs.Length * 2];
		// create the points and line segments indices
		var prevIndex: int = connectedObjects.objs.Length - 1;
		var pointIndex: int = 0;
		var segmentIndex: int = 0;
		for (var currIndex: int = 0; currIndex < connectedObjects.objs.Length; currIndex++) {
			// find the position of our connected object and store it
			if (connectedObjects.objs[pointIndex]) {
				points[pointIndex] = connectedObjects.objs[currIndex].transform.position;
			}
			else {
				points[pointIndex] = Vector3.zero;
			}
			// the index to the start of the line segment
			segmentIndices[segmentIndex] = prevIndex;
			segmentIndex++;
			// the index to the end of the line segment
			segmentIndices[segmentIndex] = pointIndex;
			segmentIndex++;
			pointIndex++;
			prevIndex = currIndex;
		}
		Handles.DrawLines(points, segmentIndices);
	}
}
// Draw lines to the connected game objects that a script has.
// if the target object doesn't have any game objects attached
// then it draws a line from the object to 0,0,0.

using UnityEditor; using UnityEngine; using System.Collections.Generic;

[CustomEditor(typeof(ConnectedObjects))] class ConnectLineHandle : Editor { void OnSceneGUI() { ConnectedObjects connectedObjects = target as ConnectedObjects; if (connectedObjects.objs == null || connectedObjects.objs.Length == 0) return;

// we store the points of the line segments in this array Vector3[] points = new Vector3[connectedObjects.objs.Length];

// for each line segment we need two indices into the points array: // the index to the start and the end point int[] segmentIndices = new int[connectedObjects.objs.Length * 2];

// create the points and line segments indices int prevIndex = connectedObjects.objs.Length - 1; int pointIndex = 0; int segmentIndex = 0; for (int currIndex = 0; currIndex < connectedObjects.objs.Length; currIndex++) { // find the position of our connected object and store it if (connectedObjects.objs[pointIndex]) { points[pointIndex] = connectedObjects.objs[currIndex].transform.position; } else { points[pointIndex] = Vector3.zero; }

// the index to the start of the line segment segmentIndices[segmentIndex] = prevIndex; segmentIndex++;

// the index to the end of the line segment segmentIndices[segmentIndex] = pointIndex; segmentIndex++;

pointIndex++; prevIndex = currIndex; } Handles.DrawLines(points, segmentIndices); } }

And the script attached to this Handle:

//ConnectedObjects.js

public var objs: GameObject[] = null;
using UnityEngine;
using System.Collections;
public class ConnectedObjects : MonoBehaviour
{
    public GameObject[] objs = null;
}