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GridSelectionTool.cs 6.4KB

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  1. using System;
  2. using System.Linq;
  3. using UnityEditor.EditorTools;
  4. using UnityEngine;
  5. using UnityEngine.Tilemaps;
  6. using Object = UnityEngine.Object;
  7. namespace UnityEditor.Tilemaps
  8. {
  9. /// <summary>
  10. /// Abstract class for Editor Tool used to handle a GridSelection.
  11. /// </summary>
  12. public abstract class GridSelectionTool : EditorTool
  13. {
  14. private TileBase[] m_SelectionTiles;
  15. private Color[] m_SelectionColors;
  16. private Matrix4x4[] m_SelectionMatrices;
  17. private TileFlags[] m_SelectionFlagsArray;
  18. private Sprite[] m_SelectionSprites;
  19. private Tile.ColliderType[] m_SelectionColliderTypes;
  20. private int m_FirstCellWithTile;
  21. private int selectionCellCount => Math.Abs(GridSelection.position.size.x * GridSelection.position.size.y * GridSelection.position.size.z);
  22. /// <summary>
  23. /// Does the GUI for the GridSelectionTool for an EditorWindow.
  24. /// </summary>
  25. /// <param name="window">EditorWindow which GUI is being done.</param>
  26. public override void OnToolGUI(EditorWindow window)
  27. {
  28. var selection = Selection.activeObject as GridSelection;
  29. if (selection == null)
  30. return;
  31. if (window is SceneView && GridSelection.target != null && GridPaintingState.IsPartOfActivePalette(GridSelection.target))
  32. return;
  33. OnToolGUI();
  34. }
  35. internal void OnToolGUI()
  36. {
  37. if (GridSelection.target == null)
  38. return;
  39. var brushTarget = GridSelection.target;
  40. var tilemap = brushTarget.GetComponent<Tilemap>();
  41. if (tilemap == null)
  42. return;
  43. UpdateSelection(tilemap);
  44. if (m_SelectionFlagsArray == null || m_SelectionFlagsArray.Length <= 0)
  45. return;
  46. bool transformFlagsAllEqual = m_SelectionFlagsArray.All(flags => (flags & TileFlags.LockTransform) == (m_SelectionFlagsArray.First() & TileFlags.LockTransform));
  47. if (!transformFlagsAllEqual || (m_SelectionFlagsArray[0] & TileFlags.LockTransform) != 0)
  48. return;
  49. var index = m_FirstCellWithTile != -1 ? m_FirstCellWithTile : 0;
  50. var transformMatrix = m_SelectionMatrices[index];
  51. var p = (Vector3)transformMatrix.GetColumn(3);
  52. var r = Quaternion.identity;
  53. var s = transformMatrix.lossyScale;
  54. Vector3 selectionPosition = GridSelection.position.position;
  55. selectionPosition += tilemap.tileAnchor;
  56. if (selectionCellCount > 1)
  57. {
  58. selectionPosition.x = GridSelection.position.center.x;
  59. selectionPosition.y = GridSelection.position.center.y;
  60. }
  61. var gizmoPosition = tilemap.LocalToWorld(tilemap.CellToLocalInterpolated(selectionPosition)) + p;
  62. var originalP = gizmoPosition;
  63. var originalR = r;
  64. var originalS = s;
  65. EditorGUI.BeginChangeCheck();
  66. HandleTool(ref gizmoPosition, ref r, ref s);
  67. if (EditorGUI.EndChangeCheck())
  68. {
  69. Undo.RegisterCompleteObjectUndo(new Object[] { tilemap, tilemap.gameObject }, "Move");
  70. var deltaPos = gizmoPosition - originalP;
  71. var deltaRotation = Quaternion.Inverse(originalR) * r;
  72. var deltaScale = new Vector3(s.x / originalS.x, s.y / originalS.y, s.z / originalS.z);
  73. foreach (var cellPosition in GridSelection.position.allPositionsWithin)
  74. {
  75. if (tilemap.HasTile(cellPosition))
  76. {
  77. var trs = tilemap.GetTransformMatrix(cellPosition);
  78. var tilePosition = trs.GetPosition() + deltaPos;
  79. var tileRotation = trs.rotation * deltaRotation;
  80. var tileScale = trs.lossyScale;
  81. tileScale.x *= deltaScale.x;
  82. tileScale.y *= deltaScale.y;
  83. tileScale.z *= deltaScale.z;
  84. trs = Matrix4x4.TRS(tilePosition, tileRotation, tileScale);
  85. tilemap.SetTransformMatrix(cellPosition, trs);
  86. }
  87. }
  88. InspectorWindow.RepaintAllInspectors();
  89. }
  90. }
  91. /// <summary>
  92. /// Handles the gizmo for the GridSelectionTool.
  93. /// Implement this the handle the gizmo for the GridSelectionTool.
  94. /// </summary>
  95. /// <param name="position">Position of the GridSelection gizmo.</param>
  96. /// <param name="rotation">Rotation of the GridSelection gizmo.</param>
  97. /// <param name="scale">Scale of the GridSelection gizmo.</param>
  98. public abstract void HandleTool(ref Vector3 position, ref Quaternion rotation, ref Vector3 scale);
  99. internal static bool IsActive()
  100. {
  101. return ToolManager.activeToolType != null && ToolManager.activeToolType.IsSubclassOf(typeof(GridSelectionTool));
  102. }
  103. private void UpdateSelection(Tilemap tilemap)
  104. {
  105. m_FirstCellWithTile = -1;
  106. var selection = GridSelection.position;
  107. var cellCount = selectionCellCount;
  108. if (m_SelectionTiles == null || m_SelectionTiles.Length != selectionCellCount)
  109. {
  110. m_SelectionTiles = new TileBase[cellCount];
  111. m_SelectionColors = new Color[cellCount];
  112. m_SelectionMatrices = new Matrix4x4[cellCount];
  113. m_SelectionFlagsArray = new TileFlags[cellCount];
  114. m_SelectionSprites = new Sprite[cellCount];
  115. m_SelectionColliderTypes = new Tile.ColliderType[cellCount];
  116. }
  117. int index = 0;
  118. foreach (var p in selection.allPositionsWithin)
  119. {
  120. m_SelectionTiles[index] = tilemap.GetTile(p);
  121. m_SelectionColors[index] = tilemap.GetColor(p);
  122. m_SelectionMatrices[index] = tilemap.GetTransformMatrix(p);
  123. m_SelectionFlagsArray[index] = tilemap.GetTileFlags(p);
  124. m_SelectionSprites[index] = tilemap.GetSprite(p);
  125. m_SelectionColliderTypes[index] = tilemap.GetColliderType(p);
  126. if (m_FirstCellWithTile == -1 && m_SelectionTiles[index] != null)
  127. m_FirstCellWithTile = index;
  128. index++;
  129. }
  130. }
  131. }
  132. }