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