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