testss
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using System;
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using UnityEngine;
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using UnityEngine.Scripting.APIUpdating;
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using Object = UnityEngine.Object;
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namespace UnityEditor.Tilemaps
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{
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/// <summary>Stores the selection made on a GridLayout.</summary>
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[MovedFrom(true, "UnityEditor", "UnityEditor")]
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[Serializable]
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public class GridSelection : ScriptableObject
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{
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public static string kUpdateGridSelection = L10n.Tr("Update Grid Selection");
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/// <summary>Callback for when the active GridSelection has changed.</summary>
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public static event Action gridSelectionChanged;
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[SerializeField]
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private BoundsInt m_Position;
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private GameObject m_Target;
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[SerializeField]
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private Object m_PreviousSelection;
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/// <summary>Whether there is an active GridSelection made on a GridLayout.</summary>
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public static bool active { get { return Selection.activeObject is GridSelection && selection.m_Target != null; } }
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private static GridSelection selection { get { return Selection.activeObject as GridSelection; } }
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/// <summary>The cell coordinates of the active GridSelection made on the GridLayout.</summary>
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public static BoundsInt position
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{
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get { return selection != null ? selection.m_Position : new BoundsInt(); }
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set
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{
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if (selection != null && selection.m_Position != value)
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{
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RegisterUndo();
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selection.m_Position = value;
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if (gridSelectionChanged != null)
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gridSelectionChanged();
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}
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}
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}
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/// <summary>The GameObject of the GridLayout where the active GridSelection was made.</summary>
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public static GameObject target { get { return selection != null ? selection.m_Target : null; } }
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/// <summary>The Grid of the target of the active GridSelection.</summary>
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public static Grid grid { get { return selection != null && selection.m_Target != null ? selection.m_Target.GetComponentInParent<Grid>() : null; } }
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/// <summary>Creates a new GridSelection and sets it as the active GridSelection.</summary>
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/// <param name="target">The target GameObject for the GridSelection.</param>
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/// <param name="bounds">The cell coordinates of selection made.</param>
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public static void Select(Object target, BoundsInt bounds)
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{
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GridSelection newSelection = CreateInstance<GridSelection>();
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newSelection.m_PreviousSelection = Selection.activeObject;
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newSelection.m_Target = target as GameObject;
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newSelection.m_Position = bounds;
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Selection.activeObject = newSelection;
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if (gridSelectionChanged != null)
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gridSelectionChanged();
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}
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/// <summary>Clears the active GridSelection.</summary>
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public static void Clear()
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{
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if (active)
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{
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RegisterUndo();
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selection.m_Position = new BoundsInt();
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Selection.activeObject = selection.m_PreviousSelection;
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if (gridSelectionChanged != null)
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gridSelectionChanged();
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}
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}
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internal static void RegisterUndo()
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{
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if (selection != null)
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Undo.RegisterCompleteObjectUndo(selection, kUpdateGridSelection);
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}
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}
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}
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