using System;
using System.Linq;
using UnityEditor.EditorTools;
using UnityEngine;
using UnityEngine.Tilemaps;
using Object = UnityEngine.Object;
namespace UnityEditor.Tilemaps
{
///
/// Abstract class for Editor Tool used to handle a GridSelection.
///
public abstract class GridSelectionTool : EditorTool
{
private TileBase[] m_SelectionTiles;
private Color[] m_SelectionColors;
private Matrix4x4[] m_SelectionMatrices;
private TileFlags[] m_SelectionFlagsArray;
private Sprite[] m_SelectionSprites;
private Tile.ColliderType[] m_SelectionColliderTypes;
private int m_FirstCellWithTile;
private int selectionCellCount => Math.Abs(GridSelection.position.size.x * GridSelection.position.size.y * GridSelection.position.size.z);
///
/// Does the GUI for the GridSelectionTool for an EditorWindow.
///
/// EditorWindow which GUI is being done.
public override void OnToolGUI(EditorWindow window)
{
var selection = Selection.activeObject as GridSelection;
if (selection == null)
return;
if (window is SceneView && GridSelection.target != null && GridPaintingState.IsPartOfActivePalette(GridSelection.target))
return;
OnToolGUI();
}
internal void OnToolGUI()
{
if (GridSelection.target == null)
return;
var brushTarget = GridSelection.target;
var tilemap = brushTarget.GetComponent();
if (tilemap == null)
return;
UpdateSelection(tilemap);
if (m_SelectionFlagsArray == null || m_SelectionFlagsArray.Length <= 0)
return;
bool transformFlagsAllEqual = m_SelectionFlagsArray.All(flags => (flags & TileFlags.LockTransform) == (m_SelectionFlagsArray.First() & TileFlags.LockTransform));
if (!transformFlagsAllEqual || (m_SelectionFlagsArray[0] & TileFlags.LockTransform) != 0)
return;
var index = m_FirstCellWithTile != -1 ? m_FirstCellWithTile : 0;
var transformMatrix = m_SelectionMatrices[index];
var p = (Vector3)transformMatrix.GetColumn(3);
var r = Quaternion.identity;
var s = transformMatrix.lossyScale;
Vector3 selectionPosition = GridSelection.position.position;
selectionPosition += tilemap.tileAnchor;
if (selectionCellCount > 1)
{
selectionPosition.x = GridSelection.position.center.x;
selectionPosition.y = GridSelection.position.center.y;
}
var gizmoPosition = tilemap.LocalToWorld(tilemap.CellToLocalInterpolated(selectionPosition)) + p;
var originalP = gizmoPosition;
var originalR = r;
var originalS = s;
EditorGUI.BeginChangeCheck();
HandleTool(ref gizmoPosition, ref r, ref s);
if (EditorGUI.EndChangeCheck())
{
Undo.RegisterCompleteObjectUndo(new Object[] { tilemap, tilemap.gameObject }, "Move");
var deltaPos = gizmoPosition - originalP;
var deltaRotation = Quaternion.Inverse(originalR) * r;
var deltaScale = new Vector3(s.x / originalS.x, s.y / originalS.y, s.z / originalS.z);
foreach (var cellPosition in GridSelection.position.allPositionsWithin)
{
if (tilemap.HasTile(cellPosition))
{
var trs = tilemap.GetTransformMatrix(cellPosition);
var tilePosition = trs.GetPosition() + deltaPos;
var tileRotation = trs.rotation * deltaRotation;
var tileScale = trs.lossyScale;
tileScale.x *= deltaScale.x;
tileScale.y *= deltaScale.y;
tileScale.z *= deltaScale.z;
trs = Matrix4x4.TRS(tilePosition, tileRotation, tileScale);
tilemap.SetTransformMatrix(cellPosition, trs);
}
}
InspectorWindow.RepaintAllInspectors();
}
}
///
/// Handles the gizmo for the GridSelectionTool.
/// Implement this the handle the gizmo for the GridSelectionTool.
///
/// Position of the GridSelection gizmo.
/// Rotation of the GridSelection gizmo.
/// Scale of the GridSelection gizmo.
public abstract void HandleTool(ref Vector3 position, ref Quaternion rotation, ref Vector3 scale);
internal static bool IsActive()
{
return ToolManager.activeToolType != null && ToolManager.activeToolType.IsSubclassOf(typeof(GridSelectionTool));
}
private void UpdateSelection(Tilemap tilemap)
{
m_FirstCellWithTile = -1;
var selection = GridSelection.position;
var cellCount = selectionCellCount;
if (m_SelectionTiles == null || m_SelectionTiles.Length != selectionCellCount)
{
m_SelectionTiles = new TileBase[cellCount];
m_SelectionColors = new Color[cellCount];
m_SelectionMatrices = new Matrix4x4[cellCount];
m_SelectionFlagsArray = new TileFlags[cellCount];
m_SelectionSprites = new Sprite[cellCount];
m_SelectionColliderTypes = new Tile.ColliderType[cellCount];
}
int index = 0;
foreach (var p in selection.allPositionsWithin)
{
m_SelectionTiles[index] = tilemap.GetTile(p);
m_SelectionColors[index] = tilemap.GetColor(p);
m_SelectionMatrices[index] = tilemap.GetTransformMatrix(p);
m_SelectionFlagsArray[index] = tilemap.GetTileFlags(p);
m_SelectionSprites[index] = tilemap.GetSprite(p);
m_SelectionColliderTypes[index] = tilemap.GetColliderType(p);
if (m_FirstCellWithTile == -1 && m_SelectionTiles[index] != null)
m_FirstCellWithTile = index;
index++;
}
}
}
}