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

367 lines
13 KiB
C#

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