hellbound/Assets/Sources/Lean/GUI/Scripts/LeanSelectionHighlight.cs

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2021-11-26 11:16:25 +03:00
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.EventSystems;
using Lean.Transition;
using Lean.Common;
namespace Lean.Gui
{
/// <summary>This component will place the current RectTransform above the currently selected object.</summary>
[RequireComponent(typeof(RectTransform))]
[HelpURL(LeanGui.HelpUrlPrefix + "LeanSelectionHighlight")]
[AddComponentMenu(LeanGui.ComponentMenuPrefix + "Selection Highlight")]
public class LeanSelectionHighlight : MonoBehaviour
{
/// <summary>The camera rendering the target transform/position.
/// None = MainCamera.</summary>
public Camera WorldCamera { set { worldCamera = value; } get { return worldCamera; } } [SerializeField] private Camera worldCamera;
/// <summary>This allows you to perform a transition when the highlight begins.
/// You can create a new transition GameObject by right clicking the transition name, and selecting <b>Create</b>.
/// For example, the <b>Graphic.color Transition (LeanGraphicColor)</b> component can be used to change the color.
/// NOTE: Any transitions you perform here must be reverted in the <b>Hide Transitions</b> setting using a matching transition component.</summary>
public LeanPlayer ShowTransitions { get { if (showTransitions == null) showTransitions = new LeanPlayer(); return showTransitions; } } [SerializeField] private LeanPlayer showTransitions;
/// <summary>This allows you to perform a transition when the highlight ends.
/// You can create a new transition GameObject by right clicking the transition name, and selecting <b>Create</b>.
/// For example, the <b>Graphic.color Transition (LeanGraphicColor)</b> component can be used to change the color.
/// NOTE: Any transitions you perform here must be reverted in the <b>Show Transitions</b> setting using a matching transition component.</summary>
public LeanPlayer HideTransitions { get { if (hideTransitions == null) hideTransitions = new LeanPlayer(); return hideTransitions; } } [SerializeField] private LeanPlayer hideTransitions;
/// <summary>This allows you to perform an action when the highlight starts.</summary>
public UnityEvent OnShow { get { if (onShow == null) onShow = new UnityEvent(); return onShow; } } [SerializeField] private UnityEvent onShow;
/// <summary>This allows you to perform an action when the highlight ends.</summary>
public UnityEvent OnHide { get { if (onHide == null) onHide = new UnityEvent(); return onHide; } } [SerializeField] private UnityEvent onHide;
[SerializeField]
private bool showing;
[System.NonSerialized]
protected RectTransform rectTransform;
[System.NonSerialized]
protected RectTransform canvasRectTransform;
protected virtual void LateUpdate()
{
var eventSystem = EventSystem.current;
var show = false;
if (eventSystem != null)
{
var selected = eventSystem.currentSelectedGameObject;
if (selected != null)
{
var selectedRect = selected.GetComponent<RectTransform>();
if (selectedRect != null)
{
show = UpdateRect(selectedRect);
}
}
}
if (showing != show)
{
showing = show;
if (showing == true)
{
if (showTransitions != null)
{
showTransitions.Begin();
}
}
else
{
if (hideTransitions != null)
{
hideTransitions.Begin();
}
}
}
}
private bool UpdateRect(RectTransform target)
{
var camera = worldCamera;
if (camera == null)
{
camera = Camera.main;
}
if (camera != null)
{
if (rectTransform == null)
{
rectTransform = GetComponent<RectTransform>();
}
if (canvasRectTransform == null)
{
var canvas = GetComponentInParent<Canvas>();
if (canvas == null)
{
throw new System.Exception("Couldn't find attached canvas??");
}
canvasRectTransform = canvas.GetComponent<RectTransform>();
}
// Calculate viewport/anchor points
var min = target.rect.min;
var max = target.rect.max;
var targetA = target.TransformPoint(min.x, min.y, 0.0f);
var targetB = target.TransformPoint(max.x, min.y, 0.0f);
var targetC = target.TransformPoint(min.x, max.y, 0.0f);
var targetD = target.TransformPoint(max.x, max.y, 0.0f);
var worldSpace = target.GetComponentInParent<Canvas>().renderMode == RenderMode.WorldSpace;
var viewportPointA = WorldToViewportPoint(camera, targetA, worldSpace);
var viewportPointB = WorldToViewportPoint(camera, targetB, worldSpace);
var viewportPointC = WorldToViewportPoint(camera, targetC, worldSpace);
var viewportPointD = WorldToViewportPoint(camera, targetD, worldSpace);
// If outside frustum, hide line out of view
if (LeanGui.InvaidViewportPoint(camera, viewportPointA) == true || LeanGui.InvaidViewportPoint(camera, viewportPointB) == true ||
LeanGui.InvaidViewportPoint(camera, viewportPointC) == true || LeanGui.InvaidViewportPoint(camera, viewportPointD) == true)
{
viewportPointA = viewportPointB = viewportPointC = viewportPointD = new Vector3(10.0f, 10.0f);
}
var minX = Mathf.Min(Mathf.Min(viewportPointA.x, viewportPointB.x), Mathf.Min(viewportPointC.x, viewportPointD.x));
var minY = Mathf.Min(Mathf.Min(viewportPointA.y, viewportPointB.y), Mathf.Min(viewportPointC.y, viewportPointD.y));
var maxX = Mathf.Max(Mathf.Max(viewportPointA.x, viewportPointB.x), Mathf.Max(viewportPointC.x, viewportPointD.x));
var maxY = Mathf.Max(Mathf.Max(viewportPointA.y, viewportPointB.y), Mathf.Max(viewportPointC.y, viewportPointD.y));
// Convert viewport points to canvas points
var canvasRect = canvasRectTransform.rect;
var canvasXA = canvasRect.xMin + canvasRect.width * minX;
var canvasYA = canvasRect.yMin + canvasRect.height * minY;
var canvasXB = canvasRect.xMin + canvasRect.width * maxX;
var canvasYB = canvasRect.yMin + canvasRect.height * maxY;
// Find center, reset anchor, and convert canvas point to world point
var canvasX = (canvasXA + canvasXB) * 0.5f;
var canvasY = (canvasYA + canvasYB) * 0.5f;
rectTransform.anchorMin = rectTransform.anchorMax = Vector2.zero;
rectTransform.sizeDelta = new Vector2(canvasXB - canvasXA, canvasYB - canvasYA);
rectTransform.position = canvasRectTransform.TransformPoint(canvasX, canvasY, 0.0f);
// Get vector between points
return true;
}
return false;
}
private static Vector3 WorldToViewportPoint(Camera camera, Vector3 point, bool worldSpace)
{
if (worldSpace == false)
{
point = RectTransformUtility.WorldToScreenPoint(null, point);
point.z = 0.5f;
return camera.ScreenToViewportPoint(point);
}
return camera.WorldToViewportPoint(point);
}
}
}
#if UNITY_EDITOR
namespace Lean.Gui.Editor
{
using TARGET = LeanSelectionHighlight;
[UnityEditor.CanEditMultipleObjects]
[UnityEditor.CustomEditor(typeof(TARGET))]
public class LeanSelectionHighlight_Editor : LeanEditor
{
protected override void OnInspector()
{
TARGET tgt; TARGET[] tgts; GetTargets(out tgt, out tgts);
Draw("worldCamera", "The camera rendering the target transform/position.\nNone = MainCamera.");
Separator();
Draw("showTransitions", "This allows you to perform a transition when the highlight begins. You can create a new transition GameObject by right clicking the transition name, and selecting Create. For example, the <b>Graphic.color Transition (LeanGraphicColor)</b> component can be used to change the color.\n\nNOTE: Any transitions you perform here must be reverted in the Hide Transitions setting using a matching transition component.");
Draw("hideTransitions", "This allows you to perform a transition when the highlight ends. You can create a new transition GameObject by right clicking the transition name, and selecting Create. For example, the <b>Graphic.color Transition (LeanGraphicColor)</b> component can be used to change the color.\n\nNOTE: Any transitions you perform here must be reverted in the Show Transitions setting using a matching transition component.");
Separator();
Draw("onShow", "This allows you to perform an action when the highlight starts.");
Draw("onHide", "This allows you to perform an action when the highlight ends.");
}
}
}
#endif