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

159 lines
7.6 KiB
C#

using UnityEngine;
using UnityEngine.Scripting.APIUpdating;
using UnityEngine.Tilemaps;
namespace UnityEditor.Tilemaps
{
/// <summary>Base class for Grid Brush Editor.</summary>
[MovedFrom(true, "UnityEditor", "UnityEditor")]
[CustomEditor(typeof(GridBrushBase))]
public class GridBrushEditorBase : Editor
{
private static class Styles
{
public static readonly Color activeColor = new Color(1f, .5f, 0f);
public static readonly Color executingColor = new Color(1f, .75f, 0.25f);
}
/// <summary>Checks if the Brush allows the changing of Z Position.</summary>
/// <returns>Whether the Brush can change Z Position.</returns>
public virtual bool canChangeZPosition
{
get { return true; }
set {}
}
/// <summary>Callback for painting the GUI for the GridBrush in the Scene view.</summary>
/// <param name="gridLayout">Grid that the brush is being used on.</param>
/// <param name="brushTarget">Target of the GridBrushBase::ref::Tool operation. By default the currently selected GameObject.</param>
/// <param name="position">Current selected location of the brush.</param>
/// <param name="tool">Current GridBrushBase::ref::Tool selected.</param>
/// <param name="executing">Whether is brush is being used.</param>
/// <remarks>Implement this for any special behaviours when the GridBrush is used on the Scene View.</remarks>
public virtual void OnPaintSceneGUI(GridLayout gridLayout, GameObject brushTarget, BoundsInt position, GridBrushBase.Tool tool, bool executing)
{
OnPaintSceneGUIInternal(gridLayout, brushTarget, position, tool, executing);
}
/// <summary>Callback for painting the inspector GUI for the GridBrush in the tilemap palette.</summary>
/// <remarks>Implement this to have a custom editor in the tilemap palette for the GridBrush.</remarks>
public virtual void OnPaintInspectorGUI()
{
OnInspectorGUI();
}
/// <summary>Callback for drawing the Inspector GUI when there is an active GridSelection made in a GridLayout.</summary>
/// <remarks>Override this to show custom Inspector GUI for the current selection.</remarks>
public virtual void OnSelectionInspectorGUI() {}
/// <summary>Callback for painting custom gizmos when there is an active GridSelection made in a GridLayout.</summary>
/// <param name="gridLayout">Grid that the brush is being used on.</param>
/// <param name="brushTarget">Target of the GridBrushBase::ref::Tool operation. By default the currently selected GameObject.</param>
/// <remarks>Override this to show custom gizmos for the current selection.</remarks>
public virtual void OnSelectionSceneGUI(GridLayout gridLayout, GameObject brushTarget) {}
/// <summary>
/// Callback for painting custom gizmos for the GridBrush for the brush target
/// </summary>
/// <param name="gridLayout">Grid that the brush is being used on.</param>
/// <param name="brushTarget">Target of the GridBrushBase::ref::Tool operation. By default the currently selected GameObject.</param>
/// <remarks>Override this to show custom gizmos for the brush target.</remarks>
public virtual void OnSceneGUI(GridLayout gridLayout, GameObject brushTarget) {}
/// <summary>Callback when the mouse cursor leaves a paintable region.</summary>
/// <remarks>Implement this for any custom behaviour when the mouse cursor leaves a paintable region.</remarks>
public virtual void OnMouseLeave() {}
/// <summary>Callback when the mouse cursor enters a paintable region.</summary>
/// <remarks>Implement this for any custom behaviour when the mouse cursor enters a paintable region.</remarks>
public virtual void OnMouseEnter() {}
/// <summary>Callback when a GridBrushBase.Tool is activated.</summary>
/// <param name="tool">Tool that is activated.</param>
/// <remarks>Implement this for any special behaviours when a Tool is activated.</remarks>
public virtual void OnToolActivated(GridBrushBase.Tool tool) {}
/// <summary>Callback when a GridBrushBase.Tool is deactivated.</summary>
/// <param name="tool">Tool that is deactivated.</param>
/// <remarks>Implement this for any special behaviours when a Tool is deactivated.</remarks>
public virtual void OnToolDeactivated(GridBrushBase.Tool tool) {}
/// <summary>Callback for registering an Undo action before the GridBrushBase does the current GridBrushBase::ref::Tool action.</summary>
/// <param name="brushTarget">Target of the GridBrushBase::ref::Tool operation. By default the currently selected GameObject.</param>
/// <param name="tool">Current GridBrushBase::ref::Tool selected.</param>
/// <remarks>Implement this for any special Undo behaviours when a brush is used.</remarks>
public virtual void RegisterUndo(GameObject brushTarget, GridBrushBase.Tool tool) {}
/// <summary>Returns all valid targets that the brush can edit.</summary>
public virtual GameObject[] validTargets { get { return null; } }
internal void OnEditStart(GridLayout gridLayout, GameObject brushTarget)
{
SetBufferSyncTile(brushTarget, true);
}
internal void OnEditEnd(GridLayout gridLayout, GameObject brushTarget)
{
SetBufferSyncTile(brushTarget, false);
}
private void SetBufferSyncTile(GameObject brushTarget, bool active)
{
if (brushTarget == null || !Tilemap.HasSyncTileCallback())
return;
var tilemaps = brushTarget.GetComponentsInChildren<Tilemap>();
foreach (var tilemap in tilemaps)
{
tilemap.bufferSyncTile = active;
}
}
internal static void OnSceneGUIInternal(GridLayout gridLayout, GameObject brushTarget, BoundsInt position, GridBrushBase.Tool tool, bool executing)
{
if (Event.current.type != EventType.Repaint)
return;
if (tool == GridBrushBase.Tool.Select ||
tool == GridBrushBase.Tool.Move)
{
if (GridSelection.active && !executing)
{
Color color = Styles.activeColor;
GridEditorUtility.DrawGridMarquee(gridLayout, position, color);
}
}
}
internal static void OnPaintSceneGUIInternal(GridLayout gridLayout, GameObject brushTarget, BoundsInt position, GridBrushBase.Tool tool, bool executing)
{
if (Event.current.type != EventType.Repaint)
return;
Color color = Color.white;
if (tool == GridBrushBase.Tool.Pick && executing)
color = Color.cyan;
if (tool == GridBrushBase.Tool.Paint && executing)
color = Color.yellow;
if (tool == GridBrushBase.Tool.Select ||
tool == GridBrushBase.Tool.Move)
{
if (executing)
color = Styles.executingColor;
else if (GridSelection.active)
color = Styles.activeColor;
}
if (position.zMin != 0)
{
var zeroBounds = position;
zeroBounds.z = 0;
GridEditorUtility.DrawGridMarquee(gridLayout, zeroBounds, color);
color = Color.blue;
}
GridEditorUtility.DrawGridMarquee(gridLayout, position, color);
}
}
}