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- using System;
- using UnityEngine;
- using UnityEngine.Scripting.APIUpdating;
- using Object = UnityEngine.Object;
-
- namespace UnityEditor.Tilemaps
- {
- /// <summary>Stores the selection made on a GridLayout.</summary>
- [MovedFrom(true, "UnityEditor", "UnityEditor")]
- [HelpURL("https://docs.unity3d.com/Manual/TilemapPainting-SelectionTool.html#GridSelect")]
- [Serializable]
- public class GridSelection : ScriptableObject
- {
- public static string kUpdateGridSelection = L10n.Tr("Update Grid Selection");
-
- /// <summary>Callback for when the active GridSelection has changed.</summary>
- public static event Action gridSelectionChanged;
- [SerializeField]
- private BoundsInt m_Position;
- private GameObject m_Target;
- [SerializeField]
- private Object m_PreviousSelection;
-
- /// <summary>Whether there is an active GridSelection made on a GridLayout.</summary>
- public static bool active { get { return Selection.activeObject is GridSelection && selection.m_Target != null; } }
-
- private static GridSelection selection { get { return Selection.activeObject as GridSelection; } }
-
- /// <summary>The cell coordinates of the active GridSelection made on the GridLayout.</summary>
- public static BoundsInt position
- {
- get { return selection != null ? selection.m_Position : new BoundsInt(); }
- set
- {
- if (selection != null && selection.m_Position != value)
- {
- RegisterUndo();
- selection.m_Position = value;
- if (gridSelectionChanged != null)
- gridSelectionChanged();
- }
- }
- }
-
- /// <summary>The GameObject of the GridLayout where the active GridSelection was made.</summary>
- public static GameObject target { get { return selection != null ? selection.m_Target : null; } }
-
- /// <summary>The Grid of the target of the active GridSelection.</summary>
- public static Grid grid { get { return selection != null && selection.m_Target != null ? selection.m_Target.GetComponentInParent<Grid>() : null; } }
-
- /// <summary>Creates a new GridSelection and sets it as the active GridSelection.</summary>
- /// <param name="target">The target GameObject for the GridSelection.</param>
- /// <param name="bounds">The cell coordinates of selection made.</param>
- public static void Select(Object target, BoundsInt bounds)
- {
- GridSelection newSelection = CreateInstance<GridSelection>();
- newSelection.m_PreviousSelection = Selection.activeObject;
- newSelection.m_Target = target as GameObject;
- newSelection.m_Position = bounds;
- Selection.activeObject = newSelection;
- if (gridSelectionChanged != null)
- gridSelectionChanged();
- }
-
- /// <summary>Clears the active GridSelection.</summary>
- public static void Clear()
- {
- if (active)
- {
- RegisterUndo();
- selection.m_Position = new BoundsInt();
- Selection.activeObject = selection.m_PreviousSelection;
- if (gridSelectionChanged != null)
- gridSelectionChanged();
- }
- }
-
- internal static void RegisterUndo()
- {
- if (selection != null)
- Undo.RegisterCompleteObjectUndo(selection, kUpdateGridSelection);
- }
- }
- }
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