using System;
using UnityEngine;
using System.Collections.Generic;
namespace UnityEditor
{
/// Abstract class that is used by systems to encapsulate Sprite data representation. Currently this is used by Sprite Editor Window.
[Serializable]
public class SpriteRect
{
[SerializeField]
string m_Name;
[SerializeField]
string m_OriginalName;
[SerializeField]
Vector2 m_Pivot;
[SerializeField]
SpriteAlignment m_Alignment;
[SerializeField]
Vector4 m_Border;
[SerializeField]
string m_CustomData;
[SerializeField]
Rect m_Rect;
[SerializeField]
string m_SpriteID;
GUID m_GUID;
// The name of the Sprite data.
public string name
{
get { return m_Name; }
set { m_Name = value; }
}
// Vector2value representing the pivot for the Sprite data.
public Vector2 pivot
{
get { return m_Pivot; }
set { m_Pivot = value; }
}
/// SpriteAlignment that represents the pivot value for the Sprite data.
public SpriteAlignment alignment
{
get { return m_Alignment; }
set { m_Alignment = value; }
}
/// Returns a Vector4 that represents the border of the Sprite data.
public Vector4 border
{
get { return m_Border; }
set { m_Border = value; }
}
/// Gets and sets the custom sprite data.
public string customData
{
get { return m_CustomData; }
set { m_CustomData = value; }
}
// Rect value that represents the position and size of the Sprite data.
public Rect rect
{
get { return m_Rect; }
set { m_Rect = value; }
}
internal string originalName
{
get
{
if (m_OriginalName == null)
{
m_OriginalName = name;
}
return m_OriginalName;
}
set { m_OriginalName = value; }
}
// GUID to uniquely identify the SpriteRect data. This will be populated to Sprite.spriteID to identify the SpriteRect used to generate the Sprite.
public GUID spriteID
{
get
{
ValidateGUID();
return m_GUID;
}
set
{
m_GUID = value;
m_SpriteID = m_GUID.ToString();
ValidateGUID();
}
}
private void ValidateGUID()
{
if (m_GUID.Empty())
{
// We can't use ISerializationCallbackReceiver because we will hit into Script serialization errors
m_GUID = new GUID(m_SpriteID);
if (m_GUID.Empty())
{
m_GUID = GUID.Generate();
m_SpriteID = m_GUID.ToString();
}
}
}
/// Helper method to get SpriteRect.spriteID from a SerializedProperty.
/// The SerializedProperty to acquire from.
/// GUID for the SpriteRect.
public static GUID GetSpriteIDFromSerializedProperty(SerializedProperty sp)
{
return new GUID(sp.FindPropertyRelative("m_SpriteID").stringValue);
}
}
internal class SpriteRectCache : ScriptableObject
{
[SerializeField]
private List m_Rects;
public int Count
{
get { return m_Rects != null ? m_Rects.Count : 0; }
}
public SpriteRect RectAt(int i)
{
return i >= Count || i < 0 ? null : m_Rects[i];
}
public void AddRect(SpriteRect r)
{
if (m_Rects != null)
m_Rects.Add(r);
}
public void RemoveRect(SpriteRect r)
{
if (m_Rects != null)
m_Rects.RemoveAll(x => x.spriteID == r.spriteID);
}
public void ClearAll()
{
if (m_Rects != null)
m_Rects.Clear();
}
public int GetIndex(SpriteRect spriteRect)
{
if (m_Rects != null && spriteRect != null)
return m_Rects.FindIndex(p => p.spriteID == spriteRect.spriteID);
return -1;
}
public bool Contains(SpriteRect spriteRect)
{
if (m_Rects != null && spriteRect != null)
return m_Rects.Find(x => x.spriteID == spriteRect.spriteID) != null;
return false;
}
void OnEnable()
{
if (m_Rects == null)
m_Rects = new List();
}
}
}