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++; } } } }