PO/Library/Artifacts/6a/6ac2ec30c94b3ffd7354988d679...

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2022-01-12 10:06:03 +03:00
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<00> <00><00><00>.<00><00>y<00>Q <00><00><00>.<00> <00><00><00>X!H<00>i<00><><EFBFBD><EFBFBD>"<10>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>#@<00><00><00>$Q<00>j<00>%H<00>u<00><><EFBFBD><EFBFBD>&<10>1<00>1<00><><EFBFBD><EFBFBD><EFBFBD>'@<00><00><00>(Q<00>j<00>)PPtr<EditorExtension>m_FileIDm_PathIDPPtr<PrefabInstance>m_DefaultReferencesm_Iconm_ExecutionOrderm_ClassNamem_Namespace\<00>y<EFBFBD>`V<00>y<EFBFBD>GridBrushEditor<00>Uusing System.Linq;
using UnityEngine;
using UnityEngine.Tilemaps;
using UnityEditor.SceneManagement;
using UnityEngine.Scripting.APIUpdating;
namespace UnityEditor.Tilemaps
{
/// <summary>Editor for GridBrush.</summary>
[MovedFrom(true, "UnityEditor", "UnityEditor")]
[CustomEditor(typeof(GridBrush))]
public class GridBrushEditor : GridBrushEditorBase
{
private static class Styles
{
public static readonly GUIContent tileLabel = EditorGUIUtility.TrTextContent("Tile", "Tile set in tilemap");
public static readonly GUIContent spriteLabel = EditorGUIUtility.TrTextContent("Sprite", "Sprite set when tile is set in tilemap");
public static readonly GUIContent colorLabel = EditorGUIUtility.TrTextContent("Color", "Color set when tile is set in tilemap");
public static readonly GUIContent colliderTypeLabel = EditorGUIUtility.TrTextContent("Collider Type", "Collider shape used for tile");
public static readonly GUIContent lockColorLabel = EditorGUIUtility.TrTextContent("Lock Color", "Prevents tilemap from changing color of tile");
public static readonly GUIContent lockTransformLabel = EditorGUIUtility.TrTextContent("Lock Transform", "Prevents tilemap from changing transform of tile");
}
private class GridBrushProperties
{
public static readonly GUIContent floodFillPreviewLabel = EditorGUIUtility.TrTextContent("Show Flood Fill Preview", "Whether a preview is shown while painting a Tilemap when Flood Fill mode is enabled");
public static readonly string floodFillPreviewEditorPref = "GridBrush.EnableFloodFillPreview";
}
/// <summary>The GridBrush that is the target for this editor.</summary>
public GridBrush brush { get { return target as GridBrush; } }
private int m_LastPreviewRefreshHash;
// These are used to clean out previews that happened on previous update
private GridLayout m_LastGrid;
private GameObject m_LastBrushTarget;
private BoundsInt? m_LastBounds;
private GridBrushBase.Tool? m_LastTool;
// These are used to handle selection in Selection Inspector
private TileBase[] m_SelectionTiles;
private Color[] m_SelectionColors;
private Matrix4x4[] m_SelectionMatrices;
private TileFlags[] m_SelectionFlagsArray;
private Sprite[] m_SelectionSprites;
private Tile.ColliderType[] m_SelectionColliderTypes;
protected virtual void OnEnable()
{
Undo.undoRedoPerformed += ClearLastPreview;
}
protected virtual void OnDisable()
{
Undo.undoRedoPerformed -= ClearLastPreview;
ClearLastPreview();
}
private void ClearLastPreview()
{
ClearPreview();
m_LastPreviewRefreshHash = 0;
}
/// <summary>Callback for painting the GUI for the GridBrush in the Scene View.</summary>
/// <param name="gridLayout">Grid that the brush is being used on.</param>
/// <param name="brushTarget">Target of the GridBrushBase::ref::Tool operation. By default the currently selected GameObject.</param>
/// <param name="position">Current selected location of the brush.</param>
/// <param name="tool">Current GridBrushBase::ref::Tool selected.</param>
/// <param name="executing">Whether brush is being used.</param>
public override void OnPaintSceneGUI(GridLayout gridLayout, GameObject brushTarget, BoundsInt position, GridBrushBase.Tool tool, bool executing)
{
BoundsInt gizmoRect = position;
bool refreshPreviews = false;
if (Event.current.type == EventType.Layout)
{
int newPreviewRefreshHash = GetHash(gridLayout, brushTarget, position, tool, brush);
refreshPreviews = newPreviewRefreshHash != m_LastPreviewRefreshHash;
if (refreshPreviews)
m_LastPreviewRefreshHash = newPreviewRefreshHash;
}
if (tool == GridBrushBase.Tool.Move)
{
if (refreshPreviews && executing)
{
ClearPreview();
PaintPreview(gridLayout, brushTarget, position.min);
}
}
else if (tool == GridBrushBase.Tool.Paint || tool == GridBrushBase.Tool.Erase)
{
if (refreshPreviews)
{
ClearPreview();
if (tool != GridBrushBase.Tool.Erase)
{
PaintPreview(gridLayout, brushTarget, position.min);
}
}
gizmoRect = new BoundsInt(position.min - brush.pivot, brush.size);
}
else if (tool == GridBrushBase.Tool.Box)
{
if (refreshPreviews)
{
ClearPreview();
BoxFillPreview(gridLayout, brushTarget, position);
}
}
else if (tool == GridBrushBase.Tool.FloodFill)
{
if (refreshPreviews)
{
ClearPreview();
FloodFillPreview(gridLayout, brushTarget, position.min);
}
}
base.OnPaintSceneGUI(gridLayout, brushTarget, gizmoRect, tool, executing);
}
/// <summary>Callback for drawing the Inspector GUI when there is an active GridSelection made in a Tilemap.</summary>
public override void OnSelectionInspectorGUI()
{
BoundsInt selection = GridSelection.position;
Tilemap tilemap = GridSelection.target.GetComponent<Tilemap>();
int cellCount = selection.size.x * selection.size.y * selection.size.z;
if (tilemap != null && cellCount > 0)
{
base.OnSelectionInspectorGUI();
GUILayout.Space(10f);
if (m_SelectionTiles == null || m_SelectionTiles.Length != cellCount)
{
m_SelectionTiles = new TileBase[cellCount];
m_SelectionColors = new Color[cellCount];
m_SelectionMatrices = new Matrix4x4[cellCount];
m_SelectionFlagsArray = new TileFlags[cellCount];
m_SelectionSprites = new Sprite[cellCount];
m_SelectionColliderTypes = new Tile.ColliderType[cellCount];
}
int index = 0;
foreach (var p in selection.allPositionsWithin)
{
m_SelectionTiles[index] = tilemap.GetTile(p);
m_SelectionColors[index] = tilemap.GetColor(p);
m_SelectionMatrices[index] = tilemap.GetTransformMatrix(p);
m_SelectionFlagsArray[index] = tilemap.GetTileFlags(p);
m_SelectionSprites[index] = tilemap.GetSprite(p);
m_SelectionColliderTypes[index] = tilemap.GetColliderType(p);
index++;
}
EditorGUI.BeginChangeCheck();
EditorGUI.showMixedValue = m_SelectionTiles.Any(tile => tile != m_SelectionTiles.First());
var position = new Vector3Int(selection.xMin, selection.yMin, selection.zMin);
TileBase newTile = EditorGUILayout.ObjectField(Styles.tileLabel, tilemap.GetTile(position), typeof(TileBase), false) as TileBase;
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(tilemap, "Edit Tilemap");
foreach (var p in selection.allPositionsWithin)
tilemap.SetTile(p, newTile);
}
using (new EditorGUI.DisabledScope(true))
{
EditorGUI.showMixedValue = m_SelectionSprites.Any(sprite => sprite != m_SelectionSprites.First());
EditorGUILayout.ObjectField(Styles.spriteLabel, m_SelectionSprites[0], typeof(Sprite), false, GUILayout.Height(EditorGUI.kSingleLineHeight));
}
bool colorFlagsAllEqual = m_SelectionFlagsArray.All(flags => (flags & TileFlags.LockColor) == (m_SelectionFlagsArray.First() & TileFlags.LockColor));
using (new EditorGUI.DisabledScope(!colorFlagsAllEqual || (m_SelectionFlagsArray[0] & TileFlags.LockColor) != 0))
{
EditorGUI.showMixedValue = m_SelectionColors.Any(color => color != m_SelectionColors.First());
EditorGUI.BeginChangeCheck();
Color newColor = EditorGUILayout.ColorField(Styles.colorLabel, m_SelectionColors[0]);
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(tilemap, "Edit Tilemap");
foreach (var p in selection.allPositionsWithin)
tilemap.SetColor(p, newColor);
}
}
using (new EditorGUI.DisabledScope(true))
{
EditorGUI.showMixedValue = m_SelectionColliderTypes.Any(colliderType => colliderType != m_SelectionColliderTypes.First());
EditorGUILayout.EnumPopup(Styles.colliderTypeLabel, m_SelectionColliderTypes[0]);
}
bool transformFlagsAllEqual = m_SelectionFlagsArray.All(flags => (flags & TileFlags.LockTransform) == (m_SelectionFlagsArray.First() & TileFlags.LockTransform));
using (new EditorGUI.DisabledScope(!transformFlagsAllEqual || (m_SelectionFlagsArray[0] & TileFlags.LockTransform) != 0))
{
EditorGUI.showMixedValue = m_SelectionMatrices.Any(matrix => matrix != m_SelectionMatrices.First());
EditorGUI.BeginChangeCheck();
Matrix4x4 newTransformMatrix = TileEditor.TransformMatrixOnGUI(m_SelectionMatrices[0]);
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(tilemap, "Edit Tilemap");
foreach (var p in selection.allPositionsWithin)
tilemap.SetTransformMatrix(p, newTransformMatrix);
}
}
using (new EditorGUI.DisabledScope(true))
{
EditorGUI.showMixedValue = !colorFlagsAllEqual;
EditorGUILayout.Toggle(Styles.lockColorLabel, (m_SelectionFlagsArray[0] & TileFlags.LockColor) != 0);
EditorGUI.showMixedValue = !transformFlagsAllEqual;
EditorGUILayout.Toggle(Styles.lockTransformLabel, (m_SelectionFlagsArray[0] & TileFlags.LockTransform) != 0);
}
EditorGUI.showMixedValue = false;
}
}
/// <summary> Callback when the mouse cursor leaves and editing area. </summary>
/// <remarks> Cleans up brush previews. </remarks>
public override void OnMouseLeave()
{
ClearPreview();
}
/// <summary> Callback when the GridBrush Tool is deactivated. </summary>
/// <param name="tool">GridBrush Tool that is deactivated.</param>
/// <remarks> Cleans up brush previews. </remarks>
public override void OnToolDeactivated(GridBrushBase.Tool tool)
{
ClearPreview();
}
/// <summary> Whether the GridBrush can change Z Position. </summary>
public override bool canChangeZPosition
{
get { return brush.canChangeZPosition; }
set { brush.canChangeZPosition = value; }
}
/// <summary>Callback for registering an Undo action before the GridBrushBase does the current GridBrushBase::ref::Tool action.</summary>
/// <param name="brushTarget">Target of the GridBrushBase::ref::Tool operation. By default the currently selected GameObject.</param>
/// <param name="tool">Current GridBrushBase::ref::Tool selected.</param>
/// <remarks>Implement this for any special Undo behaviours when a brush is used.</remarks>
public override void RegisterUndo(GameObject brushTarget, GridBrushBase.Tool tool)
{
if (brushTarget != null)
{
Undo.RegisterCompleteObjectUndo(new Object[] { brushTarget, brushTarget.GetComponent<Tilemap>() }, tool.ToString());
}
}
/// <summary>Returns all valid targets that the brush can edit.</summary>
/// <remarks>Valid targets for the GridBrush are any GameObjects with a Tilemap component.</remarks>
public override GameObject[] validTargets
{
get
{
StageHandle currentStageHandle = StageUtility.GetCurrentStageHandle();
return currentStageHandle.FindComponentsOfType<Tilemap>().Where(x => x.gameObject.scene.isLoaded
&& x.gameObject.activeInHierarchy).Select(x => x.gameObject).ToArray();
}
}
/// <summary>Paints preview data into a cell of a grid given the coordinates of the cell.</summary>
/// <param name="gridLayout">Grid to paint data to.</param>
/// <param name="brushTarget">Target of the paint operation. By default the currently selected GameObject.</param>
/// <param name="position">The coordinates of the cell to paint data to.</param>
/// <remarks>The grid brush will paint preview sprites in its brush cells onto an associated Tilemap. This will not instantiate objects associated with the painted tiles.</remarks>
public virtual void PaintPreview(GridLayout gridLayout, GameObject brushTarget, Vector3Int position)
{
Vector3Int min = position - brush.pivot;
Vector3Int max = min + brush.size;
BoundsInt bounds = new BoundsInt(min, max - min);
if (brushTarget != null)
{
Tilemap map = brushTarget.GetComponent<Tilemap>();
foreach (Vector3Int location in bounds.allPositionsWithin)
{
Vector3Int brushPosition = location - min;
GridBrush.BrushCell cell = brush.cells[brush.GetCellIndex(brushPosition)];
if (cell.tile != null && map != null)
{
SetTilemapPreviewCell(map, location, cell.tile, cell.matrix, cell.color);
}
}
}
m_LastGrid = gridLayout;
m_LastBounds = bounds;
m_LastBrushTarget = brushTarget;
m_LastTool = GridBrushBase.Tool.Paint;
}
/// <summary>Does a preview of what happens when a GridBrush.BoxFill is done with the same parameters.</summary>
/// <param name="gridLayout">Grid to box fill data to.</param>
/// <param name="brushTarget">Target of box fill operation. By default the currently selected GameObject.</param>
/// <param name="position">The bounds to box fill data to.</param>
public virtual void BoxFillPreview(GridLayout gridLayout, GameObject brushTarget, BoundsInt position)
{
if (brushTarget != null)
{
Tilemap map = brushTarget.GetComponent<Tilemap>();
if (map != null)
{
foreach (Vector3Int location in position.allPositionsWithin)
{
Vector3Int local = location - position.min;
GridBrush.BrushCell cell = brush.cells[brush.GetCellIndexWrapAround(local.x, local.y, local.z)];
if (cell.tile != null)
{
SetTilemapPreviewCell(map, location, cell.tile, cell.matrix, cell.color);
}
}
}
}
m_LastGrid = gridLayout;
m_LastBounds = position;
m_LastBrushTarget = brushTarget;
m_LastTool = GridBrushBase.Tool.Box;
}
/// <summary>Does a preview of what happens when a GridBrush.FloodFill is done with the same parameters.</summary>
/// <param name="gridLayout">Grid to paint data to.</param>
/// <param name="brushTarget">Target of the flood fill operation. By default the currently selected GameObject.</param>
/// <param name="position">The coordinates of the cell to flood fill data to.</param>
public virtual void FloodFillPreview(GridLayout gridLayout, GameObject brushTarget, Vector3Int position)
{
// This can be quite taxing on a large Tilemap, so users can choose whether to do this or not
if (!EditorPrefs.GetBool(GridBrushProperties.floodFillPreviewEditorPref, true))
return;
var bounds = new BoundsInt(position, Vector3Int.one);
if (brushTarget != null && brush.cellCount > 0)
{
Tilemap map = brushTarget.GetComponent<Tilemap>();
if (map != null)
{
GridBrush.BrushCell cell = brush.cells[0];
map.EditorPreviewFloodFill(position, cell.tile);
// Set floodfill bounds as tilemap bounds
bounds.min = map.origin;
bounds.max = map.origin + map.size;
}
}
m_LastGrid = gridLayout;
m_LastBounds = bounds;
m_LastBrushTarget = brushTarget;
m_LastTool = GridBrushBase.Tool.FloodFill;
}
[SettingsProvider]
internal static SettingsProvider CreateSettingsProvider()
{
var settingsProvider = new SettingsProvider("Preferences/2D/Grid Brush", SettingsScope.User, SettingsProvider.GetSearchKeywordsFromGUIContentProperties<GridBrushProperties>()) {
guiHandler = searchContext =>
{
PreferencesGUI();
}
};
return settingsProvider;
}
private static void PreferencesGUI()
{
using (new SettingsWindow.GUIScope())
{
EditorGUI.BeginChangeCheck();
var val = EditorGUILayout.Toggle(GridBrushProperties.floodFillPreviewLabel, EditorPrefs.GetBool(GridBrushProperties.floodFillPreviewEditorPref, true));
if (EditorGUI.EndChangeCheck())
{
EditorPrefs.SetBool(GridBrushProperties.floodFillPreviewEditorPref, val);
}
}
}
/// <summary>Clears any preview drawn previously by the GridBrushEditor.</summary>
public virtual void ClearPreview()
{
if (m_LastGrid == null || m_LastBounds == null || m_LastBrushTarget == null || m_LastTool == null)
return;
Tilemap map = m_LastBrushTarget.GetComponent<Tilemap>();
if (map != null)
{
switch (m_LastTool)
{
case GridBrushBase.Tool.FloodFill:
{
map.ClearAllEditorPreviewTiles();
break;
}
case GridBrushBase.Tool.Box:
{
Vector3Int min = m_LastBounds.Value.position;
Vector3Int max = min + m_LastBounds.Value.size;
BoundsInt bounds = new BoundsInt(min, max - min);
foreach (Vector3Int location in bounds.allPositionsWithin)
{
ClearTilemapPreview(map, location);
}
break;
}
case GridBrushBase.Tool.Paint:
{
BoundsInt bounds = m_LastBounds.Value;
foreach (Vector3Int location in bounds.allPositionsWithin)
{
ClearTilemapPreview(map, location);
}
break;
}
}
}
m_LastBrushTarget = null;
m_LastGrid = null;
m_LastBounds = null;
m_LastTool = null;
}
private static void SetTilemapPreviewCell(Tilemap map, Vector3Int location, TileBase tile, Matrix4x4 transformMatrix, Color color)
{
if (map == null)
return;
map.SetEditorPreviewTile(location, tile);
map.SetEditorPreviewTransformMatrix(location, transformMatrix);
map.SetEditorPreviewColor(location, color);
}
private static void ClearTilemapPreview(Tilemap map, Vector3Int location)
{
if (map == null)
return;
map.SetEditorPreviewTile(location, null);
map.SetEditorPreviewTransformMatrix(location, Matrix4x4.identity);
map.SetEditorPreviewColor(location, Color.white);
}
private static int GetHash(GridLayout gridLayout, GameObject brushTarget, BoundsInt position, GridBrushBase.Tool tool, GridBrush brush)
{
int hash = 0;
unchecked
{
hash = hash * 33 + (gridLayout != null ? gridLayout.GetHashCode() : 0);
hash = hash * 33 + (brushTarget != null ? brushTarget.GetHashCode() : 0);
hash = hash * 33 + position.GetHashCode();
hash = hash * 33 + tool.GetHashCode();
hash = hash * 33 + (brush != null ? brush.GetHashCode() : 0);
}
return hash;
}
}
}
GridBrushEditorUnityEditor.Tilemaps