A game about forced loneliness, made by TACStudios
1using System;
2using System.Linq;
3using UnityEditor.EditorTools;
4using UnityEngine;
5using UnityEngine.Tilemaps;
6using Object = UnityEngine.Object;
7
8namespace UnityEditor.Tilemaps
9{
10 /// <summary>
11 /// Abstract class for Editor Tool used to handle a GridSelection.
12 /// </summary>
13 public abstract class GridSelectionTool : EditorTool
14 {
15 private TileBase[] m_SelectionTiles;
16 private Color[] m_SelectionColors;
17 private Matrix4x4[] m_SelectionMatrices;
18 private TileFlags[] m_SelectionFlagsArray;
19 private Sprite[] m_SelectionSprites;
20 private Tile.ColliderType[] m_SelectionColliderTypes;
21 private int m_FirstCellWithTile;
22
23 private int selectionCellCount => Math.Abs(GridSelection.position.size.x * GridSelection.position.size.y * GridSelection.position.size.z);
24
25 /// <summary>
26 /// Does the GUI for the GridSelectionTool for an EditorWindow.
27 /// </summary>
28 /// <param name="window">EditorWindow which GUI is being done.</param>
29 public override void OnToolGUI(EditorWindow window)
30 {
31 var selection = Selection.activeObject as GridSelection;
32 if (selection == null)
33 return;
34
35 if (window is SceneView && GridSelection.target != null && GridPaintingState.IsPartOfActivePalette(GridSelection.target))
36 return;
37
38 OnToolGUI();
39 }
40
41 internal void OnToolGUI()
42 {
43 if (GridSelection.target == null)
44 return;
45
46 var brushTarget = GridSelection.target;
47 var tilemap = brushTarget.GetComponent<Tilemap>();
48 if (tilemap == null)
49 return;
50
51 UpdateSelection(tilemap);
52 if (m_SelectionFlagsArray == null || m_SelectionFlagsArray.Length <= 0)
53 return;
54
55 bool transformFlagsAllEqual = m_SelectionFlagsArray.All(flags => (flags & TileFlags.LockTransform) == (m_SelectionFlagsArray.First() & TileFlags.LockTransform));
56 if (!transformFlagsAllEqual || (m_SelectionFlagsArray[0] & TileFlags.LockTransform) != 0)
57 return;
58
59 var index = m_FirstCellWithTile != -1 ? m_FirstCellWithTile : 0;
60 var transformMatrix = m_SelectionMatrices[index];
61 var p = (Vector3)transformMatrix.GetColumn(3);
62 var r = Quaternion.identity;
63 var s = transformMatrix.lossyScale;
64 Vector3 selectionPosition = GridSelection.position.position;
65 selectionPosition += tilemap.tileAnchor;
66 if (selectionCellCount > 1)
67 {
68 selectionPosition.x = GridSelection.position.center.x;
69 selectionPosition.y = GridSelection.position.center.y;
70 }
71 var gizmoPosition = tilemap.LocalToWorld(tilemap.CellToLocalInterpolated(selectionPosition)) + p;
72 var originalP = gizmoPosition;
73 var originalR = r;
74 var originalS = s;
75 EditorGUI.BeginChangeCheck();
76 HandleTool(ref gizmoPosition, ref r, ref s);
77 if (EditorGUI.EndChangeCheck())
78 {
79 Undo.RegisterCompleteObjectUndo(new Object[] { tilemap, tilemap.gameObject }, "Move");
80 var deltaPos = gizmoPosition - originalP;
81 var deltaRotation = Quaternion.Inverse(originalR) * r;
82 var deltaScale = new Vector3(s.x / originalS.x, s.y / originalS.y, s.z / originalS.z);
83 foreach (var cellPosition in GridSelection.position.allPositionsWithin)
84 {
85 if (tilemap.HasTile(cellPosition))
86 {
87 var trs = tilemap.GetTransformMatrix(cellPosition);
88 var tilePosition = trs.GetPosition() + deltaPos;
89 var tileRotation = trs.rotation * deltaRotation;
90 var tileScale = trs.lossyScale;
91 tileScale.x *= deltaScale.x;
92 tileScale.y *= deltaScale.y;
93 tileScale.z *= deltaScale.z;
94 trs = Matrix4x4.TRS(tilePosition, tileRotation, tileScale);
95 tilemap.SetTransformMatrix(cellPosition, trs);
96 }
97 }
98 InspectorWindow.RepaintAllInspectors();
99 }
100 }
101
102 /// <summary>
103 /// Handles the gizmo for the GridSelectionTool.
104 /// Implement this the handle the gizmo for the GridSelectionTool.
105 /// </summary>
106 /// <param name="position">Position of the GridSelection gizmo.</param>
107 /// <param name="rotation">Rotation of the GridSelection gizmo.</param>
108 /// <param name="scale">Scale of the GridSelection gizmo.</param>
109 public abstract void HandleTool(ref Vector3 position, ref Quaternion rotation, ref Vector3 scale);
110
111 internal static bool IsActive()
112 {
113 return ToolManager.activeToolType != null && ToolManager.activeToolType.IsSubclassOf(typeof(GridSelectionTool));
114 }
115
116 private void UpdateSelection(Tilemap tilemap)
117 {
118 m_FirstCellWithTile = -1;
119 var selection = GridSelection.position;
120 var cellCount = selectionCellCount;
121 if (m_SelectionTiles == null || m_SelectionTiles.Length != selectionCellCount)
122 {
123 m_SelectionTiles = new TileBase[cellCount];
124 m_SelectionColors = new Color[cellCount];
125 m_SelectionMatrices = new Matrix4x4[cellCount];
126 m_SelectionFlagsArray = new TileFlags[cellCount];
127 m_SelectionSprites = new Sprite[cellCount];
128 m_SelectionColliderTypes = new Tile.ColliderType[cellCount];
129 }
130
131 int index = 0;
132 foreach (var p in selection.allPositionsWithin)
133 {
134 m_SelectionTiles[index] = tilemap.GetTile(p);
135 m_SelectionColors[index] = tilemap.GetColor(p);
136 m_SelectionMatrices[index] = tilemap.GetTransformMatrix(p);
137 m_SelectionFlagsArray[index] = tilemap.GetTileFlags(p);
138 m_SelectionSprites[index] = tilemap.GetSprite(p);
139 m_SelectionColliderTypes[index] = tilemap.GetColliderType(p);
140
141 if (m_FirstCellWithTile == -1 && m_SelectionTiles[index] != null)
142 m_FirstCellWithTile = index;
143 index++;
144 }
145 }
146 }
147}