218 lines
7.9 KiB
C#
218 lines
7.9 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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namespace UnityEditor.Tilemaps
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{
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/// <summary> This class is in charge of handling Grid component based grid in the scene view (rendering, snapping).
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/// It will hide global scene view grid when it has something to render</summary>
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internal class SceneViewGridManager : ScriptableSingleton<SceneViewGridManager>
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{
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internal static readonly PrefColor sceneViewGridComponentGizmo = new PrefColor("Scene/Grid Component", 255.0f / 255.0f, 255.0f / 255.0f, 255.0f / 255.0f, 25.5f / 255.0f);
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private static Mesh s_GridProxyMesh;
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private static Material s_GridProxyMaterial;
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private static int s_LastGridProxyHash;
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[SerializeField]
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private GridLayout m_ActiveGridProxy;
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private Dictionary<SceneView, bool> m_SceneViewShowGridMap;
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private bool m_RegisteredEventHandlers;
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private bool active { get { return m_ActiveGridProxy != null; } }
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internal GridLayout activeGridProxy { get { return m_ActiveGridProxy; } }
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[InitializeOnLoadMethod]
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private static void Initialize()
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{
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instance.RegisterEventHandlers();
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}
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private void OnEnable()
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{
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m_SceneViewShowGridMap = new Dictionary<SceneView, bool>();
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RegisterEventHandlers();
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}
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private void RegisterEventHandlers()
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{
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if (m_RegisteredEventHandlers)
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return;
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SceneView.duringSceneGui += OnSceneGuiDelegate;
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Selection.selectionChanged += UpdateCache;
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EditorApplication.hierarchyChanged += UpdateCache;
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UnityEditor.EditorTools.ToolManager.activeToolChanged += ActiveToolChanged;
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EditorApplication.quitting += EditorQuitting;
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GridPaintingState.brushChanged += OnBrushChanged;
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GridPaintingState.scenePaintTargetChanged += OnScenePaintTargetChanged;
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GridSnapping.snapPosition = OnSnapPosition;
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GridSnapping.activeFunc = GetActive;
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m_RegisteredEventHandlers = true;
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}
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private void OnBrushChanged(GridBrushBase brush)
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{
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UpdateCache();
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}
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private void ActiveToolChanged()
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{
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UpdateCache();
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}
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private void OnScenePaintTargetChanged(GameObject scenePaintTarget)
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{
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UpdateCache();
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}
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private void OnDisable()
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{
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FlushCachedGridProxy();
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RestoreSceneViewShowGrid();
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SceneView.duringSceneGui -= OnSceneGuiDelegate;
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Selection.selectionChanged -= UpdateCache;
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EditorApplication.hierarchyChanged -= UpdateCache;
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EditorApplication.quitting -= EditorQuitting;
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UnityEditor.EditorTools.ToolManager.activeToolChanged -= ActiveToolChanged;
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GridPaintingState.brushChanged -= OnBrushChanged;
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GridPaintingState.scenePaintTargetChanged -= OnScenePaintTargetChanged;
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GridSnapping.snapPosition = null;
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GridSnapping.activeFunc = null;
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m_RegisteredEventHandlers = false;
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}
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private void UpdateCache()
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{
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GridLayout gridProxy;
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if (PaintableGrid.InGridEditMode())
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gridProxy = GridPaintingState.scenePaintTarget != null ? GridPaintingState.scenePaintTarget.GetComponentInParent<GridLayout>() : null;
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else
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gridProxy = Selection.activeGameObject != null ? Selection.activeGameObject.GetComponentInParent<GridLayout>() : null;
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if (gridProxy != m_ActiveGridProxy)
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{
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if (m_ActiveGridProxy == null)
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{
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// Disable SceneView grid if there is now a GridProxy. Store user settings to be restored.
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StoreSceneViewShowGrid(false);
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}
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else if (gridProxy == null)
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{
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RestoreSceneViewShowGrid();
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}
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m_ActiveGridProxy = gridProxy;
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FlushCachedGridProxy();
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SceneView.RepaintAll();
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}
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}
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private void EditorQuitting()
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{
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if (NeedsRestoreSceneViewShowGrid())
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{
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RestoreSceneViewShowGrid();
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// SceneView.showGrid is part of default window preferences
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WindowLayout.SaveDefaultWindowPreferences();
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}
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}
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private void OnSceneGuiDelegate(SceneView sceneView)
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{
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if (active)
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DrawGrid(activeGridProxy);
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}
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private static int GenerateHash(GridLayout layout, Color color)
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{
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int hash = 0x7ed55d16;
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hash ^= layout.cellSize.GetHashCode();
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hash ^= layout.cellLayout.GetHashCode() << 23;
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hash ^= (layout.cellGap.GetHashCode() << 4) + 0x165667b1;
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hash ^= layout.cellSwizzle.GetHashCode() << 7;
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hash ^= color.GetHashCode();
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return hash;
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}
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private static void DrawGrid(GridLayout gridLayout)
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{
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int gridHash = GenerateHash(gridLayout, sceneViewGridComponentGizmo.Color);
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if (s_LastGridProxyHash != gridHash)
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{
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FlushCachedGridProxy();
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s_LastGridProxyHash = gridHash;
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}
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GridEditorUtility.DrawGridGizmo(gridLayout, gridLayout.transform, sceneViewGridComponentGizmo.Color, ref s_GridProxyMesh, ref s_GridProxyMaterial);
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}
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private bool NeedsRestoreSceneViewShowGrid()
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{
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return m_SceneViewShowGridMap.Count > 0;
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}
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private void StoreSceneViewShowGrid(bool value)
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{
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m_SceneViewShowGridMap.Clear();
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foreach (SceneView sceneView in SceneView.sceneViews)
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{
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m_SceneViewShowGridMap.Add(sceneView, sceneView.showGrid);
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sceneView.showGrid = value;
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}
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}
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private void RestoreSceneViewShowGrid()
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{
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foreach (var item in m_SceneViewShowGridMap)
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{
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var sceneView = item.Key;
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if (sceneView != null)
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sceneView.showGrid = item.Value;
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}
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m_SceneViewShowGridMap.Clear();
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}
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private bool GetActive()
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{
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return active;
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}
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internal Vector3 OnSnapPosition(Vector3 position)
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{
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Vector3 result = position;
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if (active && (EditorSnapSettings.hotkeyActive || EditorSnapSettings.gridSnapActive))
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{
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// This will automatically prefer the Grid
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Vector3 local = activeGridProxy.WorldToLocal(position);
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Vector3 interpolatedCell = activeGridProxy.LocalToCellInterpolated(local);
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Vector3 inverse = Vector3.one;
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inverse.x = Mathf.Approximately(EditorSnapSettings.move.x, 0.0f) ? 1.0f : 1.0f / EditorSnapSettings.move.x;
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inverse.y = Mathf.Approximately(EditorSnapSettings.move.y, 0.0f) ? 1.0f : 1.0f / EditorSnapSettings.move.y;
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inverse.z = Mathf.Approximately(EditorSnapSettings.move.z, 0.0f) ? 1.0f : 1.0f / EditorSnapSettings.move.z;
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Vector3 roundedCell = new Vector3(
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Mathf.Round(inverse.x * interpolatedCell.x) / inverse.x,
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Mathf.Round(inverse.y * interpolatedCell.y) / inverse.y,
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Mathf.Round(inverse.z * interpolatedCell.z) / inverse.z
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);
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local = activeGridProxy.CellToLocalInterpolated(roundedCell);
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result = activeGridProxy.LocalToWorld(local);
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}
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return result;
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}
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internal static void FlushCachedGridProxy()
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{
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if (s_GridProxyMesh == null)
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return;
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DestroyImmediate(s_GridProxyMesh);
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s_GridProxyMesh = null;
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s_GridProxyMaterial = null;
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}
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}
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}
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