rimworld-animation-studio/Library/PackageCache/com.unity.2d.path@2.1.0/Editor/EditablePath/MultipleEditablePathController.cs

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2022-09-13 05:36:34 +00:00
using System;
using System.Collections.Generic;
using UnityEngine;
namespace UnityEditor.U2D.Path
{
public class MultipleEditablePathController : IEditablePathController
{
private IEditablePathController m_Controller = new EditablePathController();
private List<IEditablePath> m_Paths = new List<IEditablePath>();
private float m_ClosestDistance = float.MaxValue;
private IEditablePath m_ClosestPath;
public IEditablePath editablePath
{
get { return m_Controller.editablePath; }
set { m_Controller.editablePath = value; }
}
public IEditablePath closestEditablePath { get; private set; }
public ISnapping<Vector3> snapping
{
get { return m_Controller.snapping; }
set { m_Controller.snapping = value; }
}
public bool enableSnapping
{
get { return m_Controller.enableSnapping; }
set { m_Controller.enableSnapping = value; }
}
public void ClearPaths()
{
m_Paths.Clear();
}
public void AddPath(IEditablePath path)
{
if (!m_Paths.Contains(path))
m_Paths.Add(path);
}
public void RemovePath(IEditablePath path)
{
m_Paths.Remove(path);
}
public void RegisterUndo(string name)
{
var current = editablePath;
ForEach((s) =>
{
editablePath = s;
m_Controller.RegisterUndo(name);
});
editablePath = current;
}
public void ClearSelection()
{
var current = editablePath;
ForEach((s) =>
{
editablePath = s;
m_Controller.ClearSelection();
});
editablePath = current;
}
public void SelectPoint(int index, bool select)
{
m_Controller.SelectPoint(index, select);
}
public void CreatePoint(int index, Vector3 position)
{
m_Controller.CreatePoint(index, position);
}
public void RemoveSelectedPoints()
{
var current = editablePath;
ForEach((s) =>
{
editablePath = s;
m_Controller.RemoveSelectedPoints();
});
editablePath = current;
}
public void MoveSelectedPoints(Vector3 delta)
{
var current = editablePath;
ForEach((s) =>
{
editablePath = s;
m_Controller.MoveSelectedPoints(delta);
});
editablePath = current;
}
public void MoveEdge(int index, Vector3 delta)
{
m_Controller.MoveEdge(index, delta);
}
public void SetLeftTangent(int index, Vector3 position, bool setToLinear, bool mirror, Vector3 cachedRightTangent, TangentMode cachedTangentMode)
{
m_Controller.SetLeftTangent(index, position, setToLinear, mirror, cachedRightTangent, cachedTangentMode);
}
public void SetRightTangent(int index, Vector3 position, bool setToLinear, bool mirror, Vector3 cachedLeftTangent, TangentMode cachedTangentMode)
{
m_Controller.SetRightTangent(index, position, setToLinear, mirror, cachedLeftTangent, cachedTangentMode);
}
public void ClearClosestPath()
{
m_ClosestDistance = float.MaxValue;
closestEditablePath = null;
}
public void AddClosestPath(float distance)
{
if (distance <= m_ClosestDistance)
{
m_ClosestDistance = distance;
closestEditablePath = editablePath;
}
}
private void ForEach(Action<IEditablePath> action)
{
foreach(var path in m_Paths)
{
if (path == null)
continue;
action(path);
}
}
}
}