using System; using System.Collections.Generic; using System.Linq; using UnityEditor.U2D.Layout; using UnityEditor.U2D.Sprites; using UnityEngine; namespace UnityEditor.U2D.Animation { internal class SelectionTool : BaseTool { private bool m_ForceSelectedToSpriteEditor = false; public event Func CanSelect = () => true; private List m_Sprites; public ISpriteEditor spriteEditor { get; set; } private SpriteCache selectedSprite { get { return skinningCache.selectedSprite; } set { if (selectedSprite != value) { skinningCache.vertexSelection.Clear(); if (skinningCache.mode == SkinningMode.SpriteSheet) { skinningCache.skeletonSelection.Clear(); skinningCache.events.boneSelectionChanged.Invoke(); } skinningCache.selectedSprite = value; SetToSpriteEditor(); skinningCache.events.selectedSpriteChanged.Invoke(value); } } } private string selectedSpriteAssetID { get { var sprite = Selection.activeObject as Sprite; if (sprite != null) return sprite.GetSpriteID().ToString(); return ""; } } protected override void OnAfterDeserialize() { m_ForceSelectedToSpriteEditor = true; } public override void Initialize(LayoutOverlay layoutOverlay) { m_Sprites = new List(skinningCache.GetSprites()); SetFromSpriteEditor(); } protected override void OnActivate() { SetToSpriteEditor(); skinningCache.events.selectedSpriteChanged.AddListener(OnSpriteSelectionChange); Selection.selectionChanged -= OnSelectionChanged; Selection.selectionChanged += OnSelectionChanged; } protected override void OnDeactivate() { skinningCache.events.selectedSpriteChanged.RemoveListener(OnSpriteSelectionChange); Selection.selectionChanged -= OnSelectionChanged; } private void OnSpriteSelectionChange(SpriteCache sprite) { skinningCache.events.selectedSpriteChanged.RemoveListener(OnSpriteSelectionChange); selectedSprite = sprite; skinningCache.events.selectedSpriteChanged.AddListener(OnSpriteSelectionChange); } private void OnSelectionChanged() { if (m_ForceSelectedToSpriteEditor) { SetToSpriteEditor(); m_ForceSelectedToSpriteEditor = false; } else { using (skinningCache.UndoScope(TextContent.selectionChange)) { SetFromSpriteEditor(); } } } private void SetFromSpriteEditor() { if (selectedSprite == null) selectedSprite = skinningCache.GetSprite(selectedSpriteAssetID); spriteEditor.RequestRepaint(); } private void SetToSpriteEditor() { var id = ""; if (selectedSprite != null) id = selectedSprite.id; spriteEditor.selectedSpriteRect = new SpriteRect() { spriteID = new GUID(id) }; } protected override void OnGUI() { HandleSpriteSelection(); } private void HandleSpriteSelection() { Debug.Assert(Event.current != null); if (Event.current.type == EventType.MouseDown && Event.current.button == 0 && GUIUtility.hotControl == 0 && !Event.current.alt && Event.current.clickCount == 2 && CanSelect()) { var mousePosition = Handles.inverseMatrix.MultiplyPoint(Event.current.mousePosition); var newSelected = TrySelect(mousePosition); if (selectedSprite != newSelected) { using (skinningCache.UndoScope(TextContent.selectionChange)) { selectedSprite = newSelected; } Event.current.Use(); Event.current.clickCount = 0; } } } private SpriteCache TrySelect(Vector2 mousePosition) { m_Sprites.Remove(selectedSprite); if (selectedSprite != null) m_Sprites.Add(selectedSprite); var currentSelectedIndex = m_Sprites.FindIndex(x => x == selectedSprite) + 1; var notVisiblePart = skinningCache.hasCharacter && skinningCache.mode == SkinningMode.Character ? skinningCache.character.parts.Where(x => !x.isVisible).Select(x => x.sprite) : new SpriteCache[0]; for (int index = 0; index < m_Sprites.Count; ++index) { var sprite = m_Sprites[(currentSelectedIndex + index) % m_Sprites.Count]; var meshPreview = sprite.GetMeshPreview(); if (notVisiblePart.Contains(sprite)) continue; Debug.Assert(meshPreview != null); var spritePosition = sprite.GetLocalToWorldMatrixFromMode().MultiplyPoint3x4(Vector3.zero); var ray = new Ray((Vector3)mousePosition - spritePosition + Vector3.back, Vector3.forward); var bounds = meshPreview.mesh.bounds; if (sprite.GetMesh().indices.Count >= 3) { if (bounds.IntersectRay(ray)) { var mesh = sprite.GetMesh(); Debug.Assert(mesh != null); var indices = mesh.indices; for (var i = 0; i < indices.Count; i += 3) { var p1 = meshPreview.vertices[indices[i]]; var p2 = meshPreview.vertices[indices[i + 1]]; var p3 = meshPreview.vertices[indices[i + 2]]; if (MathUtility.Intersect(p1, p2, p3, ray)) return sprite; } } } else { if (meshPreview.defaultMesh.bounds.IntersectRay(ray)) { return sprite; } } } return null; } } }