PO/Library/PackageCache/com.unity.2d.tilemap@1.0.0/Editor/GridSelection.cs

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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")]
public class GridSelection : ScriptableObject
{
/// <summary>Callback for when the active GridSelection has changed.</summary>
public static event Action gridSelectionChanged;
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)
{
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)
{
selection.m_Position = new BoundsInt();
Selection.activeObject = selection.m_PreviousSelection;
if (gridSelectionChanged != null)
gridSelectionChanged();
}
}
}
}