367 lines
13 KiB
C#
367 lines
13 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using Object = UnityEngine.Object;
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namespace UnityEditor.Tilemaps
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{
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/// <summary>
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/// GridPaintingState controls the state of objects for painting with a Tile Palette.
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/// </summary>
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/// <remarks>
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/// Utilize this class to get and set the current painting target and brush for painting
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/// with the Tile Palette.
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/// </remarks>
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public class GridPaintingState : ScriptableSingleton<GridPaintingState>
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{
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[SerializeField] private GameObject m_EditModeScenePaintTarget; // Which GameObject in scene was the last painting target in EditMode
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[SerializeField] private GameObject m_ScenePaintTarget; // Which GameObject in scene is considered as painting target
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[SerializeField] private GridBrushBase m_Brush; // Which brush will handle painting callbacks
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[SerializeField] private PaintableGrid m_ActiveGrid; // Grid that has painting focus (can be palette, too)
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[SerializeField] private PaintableGrid m_LastActiveGrid; // Grid that last had painting focus (can be palette, too)
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[SerializeField] private HashSet<Object> m_InterestedPainters = new HashSet<Object>(); // A list of objects that can paint using the GridPaintingState
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private GameObject[] m_CachedPaintTargets;
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private bool m_FlushPaintTargetCache;
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private Editor m_CachedEditor;
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private bool m_SavingPalette;
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/// <summary>
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/// Callback when the Tile Palette's active target has changed
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/// </summary>
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public static event Action<GameObject> scenePaintTargetChanged;
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/// <summary>
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/// Callback when the Tile Palette's active brush has changed.
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/// </summary>
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public static event Action<GridBrushBase> brushChanged;
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/// <summary>
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/// Callback when the Tile Palette's active palette GameObject has changed.
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/// </summary>
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public static event Action<GameObject> paletteChanged;
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private void OnEnable()
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{
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EditorApplication.hierarchyChanged += HierarchyChanged;
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EditorApplication.playModeStateChanged += PlayModeStateChanged;
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Selection.selectionChanged += OnSelectionChange;
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m_FlushPaintTargetCache = true;
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}
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private void OnDisable()
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{
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m_InterestedPainters.Clear();
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EditorApplication.hierarchyChanged -= HierarchyChanged;
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EditorApplication.playModeStateChanged -= PlayModeStateChanged;
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Selection.selectionChanged -= OnSelectionChange;
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FlushCache();
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}
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private void OnSelectionChange()
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{
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if (hasInterestedPainters && ValidatePaintTarget(Selection.activeGameObject))
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{
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scenePaintTarget = Selection.activeGameObject;
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}
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}
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private void PlayModeStateChanged(PlayModeStateChange state)
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{
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if (state == PlayModeStateChange.ExitingEditMode)
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{
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m_EditModeScenePaintTarget = scenePaintTarget;
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}
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else if (state == PlayModeStateChange.EnteredEditMode)
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{
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if (GridPaintActiveTargetsPreferences.restoreEditModeSelection && m_EditModeScenePaintTarget != null)
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{
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scenePaintTarget = m_EditModeScenePaintTarget;
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}
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}
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}
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private void HierarchyChanged()
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{
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if (hasInterestedPainters)
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{
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m_FlushPaintTargetCache = true;
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if (validTargets == null || validTargets.Length == 0 || !validTargets.Contains(scenePaintTarget))
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{
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// case 1102618: Try to use current Selection as scene paint target if possible
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if (Selection.activeGameObject != null && hasInterestedPainters && ValidatePaintTarget(Selection.activeGameObject))
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{
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scenePaintTarget = Selection.activeGameObject;
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}
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else
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{
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AutoSelectPaintTarget();
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}
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}
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}
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}
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private GameObject[] GetValidTargets()
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{
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if (m_FlushPaintTargetCache)
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{
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m_CachedPaintTargets = null;
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if (activeBrushEditor != null)
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m_CachedPaintTargets = activeBrushEditor.validTargets;
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if (m_CachedPaintTargets == null || m_CachedPaintTargets.Length == 0)
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scenePaintTarget = null;
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else
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{
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var comparer = GridPaintActiveTargetsPreferences.GetTargetComparer();
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if (comparer != null)
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Array.Sort(m_CachedPaintTargets, comparer);
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}
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m_FlushPaintTargetCache = false;
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}
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return m_CachedPaintTargets;
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}
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internal static void AutoSelectPaintTarget()
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{
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if (activeBrushEditor != null)
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{
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if (validTargets != null && validTargets.Length > 0)
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{
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scenePaintTarget = validTargets[0];
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}
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}
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}
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/// <summary>
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/// The currently active target for the Tile Palette
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/// </summary>
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public static GameObject scenePaintTarget
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{
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get { return instance.m_ScenePaintTarget; }
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set
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{
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if (value != instance.m_ScenePaintTarget)
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{
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instance.m_ScenePaintTarget = value;
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if (scenePaintTargetChanged != null)
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scenePaintTargetChanged(instance.m_ScenePaintTarget);
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RepaintGridPaintPaletteWindow();
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}
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}
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}
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/// <summary>
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/// The currently active brush for the Tile Palette
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/// </summary>
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public static GridBrushBase gridBrush
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{
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get
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{
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if (instance.m_Brush == null)
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instance.m_Brush = GridPaletteBrushes.instance.GetLastUsedBrush();
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return instance.m_Brush;
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}
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set
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{
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if (instance.m_Brush != value)
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{
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instance.m_Brush = value;
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instance.m_FlushPaintTargetCache = true;
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if (value != null)
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GridPaletteBrushes.instance.StoreLastUsedBrush(value);
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// Ensure that current scenePaintTarget is still a valid target after a brush change
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if (scenePaintTarget != null && !ValidatePaintTarget(scenePaintTarget))
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scenePaintTarget = null;
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// Use Selection if previous scenePaintTarget was not valid
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if (scenePaintTarget == null)
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scenePaintTarget = ValidatePaintTarget(Selection.activeGameObject) ? Selection.activeGameObject : null;
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// Auto select a valid target if there is still no scenePaintTarget
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if (scenePaintTarget == null)
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AutoSelectPaintTarget();
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if (null != brushChanged)
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brushChanged(value);
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RepaintGridPaintPaletteWindow();
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}
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}
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}
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/// <summary>
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/// Returns all available brushes for the Tile Palette
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/// </summary>
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public static IList<GridBrushBase> brushes
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{
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get { return GridPaletteBrushes.brushes; }
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}
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internal static GridBrush defaultBrush
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{
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get { return gridBrush as GridBrush; }
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set { gridBrush = value; }
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}
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/// <summary>
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/// The currently active palette GameObject for the Tile Palette
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/// </summary>
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public static GameObject palette
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{
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get
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{
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if (GridPaintPaletteWindow.instances.Count > 0)
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return GridPaintPaletteWindow.instances[0].palette;
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return null;
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}
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set
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{
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if (value == null || !GridPalettes.palettes.Contains(value))
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throw new ArgumentException(L10n.Tr("Unable to set invalid palette"));
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if (GridPaintPaletteWindow.instances.Count > 0 && GridPaintPaletteWindow.instances[0].palette != value)
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{
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GridPaintPaletteWindow.instances[0].palette = value;
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}
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}
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}
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/// <summary>
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/// Checks if target GameObject is part of the active Palette.
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/// </summary>
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/// <param name="target">GameObject to check.</param>
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/// <returns>True if the target GameObject is part of the active palette. False if not.</returns>
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public static bool IsPartOfActivePalette(GameObject target)
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{
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if (GridPaintPaletteWindow.instances.Count > 0 && target == GridPaintPaletteWindow.instances[0].paletteInstance)
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return true;
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if (target == palette)
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return true;
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var parent = target.transform.parent;
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return parent != null && IsPartOfActivePalette(parent.gameObject);
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}
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/// <summary>
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/// Returns all available Palette GameObjects for the Tile Palette
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/// </summary>
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public static IList<GameObject> palettes
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{
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get { return GridPalettes.palettes; }
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}
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/// <summary>
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/// The currently active editor for the active brush for the Tile Palette
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/// </summary>
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public static GridBrushEditorBase activeBrushEditor
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{
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get
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{
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Editor.CreateCachedEditor(gridBrush, null, ref instance.m_CachedEditor);
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GridBrushEditorBase baseEditor = instance.m_CachedEditor as GridBrushEditorBase;
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return baseEditor;
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}
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}
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internal static Editor fallbackEditor
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{
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get
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{
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Editor.CreateCachedEditor(gridBrush, null, ref instance.m_CachedEditor);
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return instance.m_CachedEditor;
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}
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}
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internal static PaintableGrid activeGrid
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{
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get { return instance.m_ActiveGrid; }
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set
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{
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instance.m_ActiveGrid = value;
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if (instance.m_ActiveGrid != null)
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instance.m_LastActiveGrid = value;
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}
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}
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internal static PaintableGrid lastActiveGrid
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{
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get { return instance.m_LastActiveGrid; }
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}
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private static bool ValidatePaintTarget(GameObject candidate)
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{
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if (candidate == null || candidate.GetComponentInParent<Grid>() == null && candidate.GetComponent<Grid>() == null)
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return false;
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if (validTargets != null && validTargets.Length > 0 && !validTargets.Contains(candidate))
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return false;
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return true;
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}
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internal static void FlushCache()
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{
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if (instance.m_CachedEditor != null)
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{
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DestroyImmediate(instance.m_CachedEditor);
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instance.m_CachedEditor = null;
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}
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instance.m_FlushPaintTargetCache = true;
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}
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/// <summary>
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/// A list of all valid targets that can be set as an active target for the Tile Palette
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/// </summary>
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public static GameObject[] validTargets
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{
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get { return instance.GetValidTargets(); }
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}
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internal static bool savingPalette
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{
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get { return instance.m_SavingPalette; }
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set { instance.m_SavingPalette = value; }
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}
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internal static void OnPaletteChanged(GameObject palette)
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{
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if (null != paletteChanged)
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paletteChanged(palette);
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}
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internal static void UpdateActiveGridPalette()
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{
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if (GridPaintPaletteWindow.instances.Count > 0)
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GridPaintPaletteWindow.instances[0].DelayedResetPreviewInstance();
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}
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internal static void RepaintGridPaintPaletteWindow()
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{
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if (GridPaintPaletteWindow.instances.Count > 0)
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GridPaintPaletteWindow.instances[0].Repaint();
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}
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internal static void UnlockGridPaintPaletteClipboardForEditing()
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{
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if (GridPaintPaletteWindow.instances.Count > 0)
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GridPaintPaletteWindow.instances[0].clipboardView.UnlockAndEdit();
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}
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internal static void RegisterPainterInterest(Object painter)
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{
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instance.m_InterestedPainters.Add(painter);
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}
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internal static void UnregisterPainterInterest(Object painter)
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{
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instance.m_InterestedPainters.Remove(painter);
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}
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private bool hasInterestedPainters
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{
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get { return m_InterestedPainters.Count > 0; }
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}
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}
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}
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