mirror of
https://gitgud.io/AbstractConcept/rimworld-animation-studio.git
synced 2024-08-15 00:43:27 +00:00
244 lines
9.3 KiB
C#
244 lines
9.3 KiB
C#
using UnityEngine;
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using UnityEngine.U2D;
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using System.Collections.Generic;
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using UnityEditor.Experimental.SceneManagement;
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using UnityEditor.U2D.SpriteShape;
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using Object = UnityEngine.Object;
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namespace UnityEditor.U2D
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{
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[InitializeOnLoad]
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public static class SceneDragAndDrop
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{
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static SceneDragAndDrop()
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{
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#if UNITY_2019_1_OR_NEWER
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SceneView.duringSceneGui += OnSceneGUI;
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EditorApplication.hierarchyWindowItemOnGUI += OnHierarchyGUI;
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#else
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SceneView.onSceneGUIDelegate += OnSceneGUI;
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#endif
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}
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static class Contents
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{
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public static readonly string createString = "Create Sprite Shape";
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}
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static List<Object> s_SceneDragObjects;
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static DragType s_DragType;
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enum DragType { NotInitialized, CreateMultiple }
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public delegate string ShowFileDialogDelegate(string title, string defaultName, string extension, string message, string defaultPath);
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static void OnSceneGUI(SceneView sceneView)
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{
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HandleSceneDrag(sceneView, Event.current, DragAndDrop.objectReferences, DragAndDrop.paths);
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}
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public static GameObject Create(UnityEngine.U2D.SpriteShape shape, Vector3 position, SceneView sceneView)
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{
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string name = string.IsNullOrEmpty(shape.name) ? "New SpriteShapeController" : shape.name;
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name = GameObjectUtility.GetUniqueNameForSibling(null, name);
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GameObject go = new GameObject(name);
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SpriteShapeController shapeController = go.AddComponent<SpriteShapeController>();
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shapeController.spriteShape = shape;
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go.transform.position = position;
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go.hideFlags = HideFlags.HideAndDontSave;
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return go;
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}
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static void OnHierarchyGUI(int instanceID, Rect rect)
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{
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HandleSceneDrag(null, Event.current, DragAndDrop.objectReferences, null);
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}
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static List<UnityEngine.U2D.SpriteShape> GetSpriteShapeFromPathsOrObjects(Object[] objects, string[] paths, EventType currentEventType)
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{
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List<UnityEngine.U2D.SpriteShape> result = new List<UnityEngine.U2D.SpriteShape>();
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foreach (Object obj in objects)
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{
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if (AssetDatabase.Contains(obj))
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{
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if (obj is UnityEngine.U2D.SpriteShape)
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result.Add(obj as UnityEngine.U2D.SpriteShape);
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}
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}
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return result;
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}
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static void HandleSceneDrag(SceneView sceneView, Event evt, Object[] objectReferences, string[] paths)
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{
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if (evt.type != EventType.DragUpdated && evt.type != EventType.DragPerform && evt.type != EventType.DragExited)
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return;
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switch (evt.type)
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{
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case EventType.DragUpdated:
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{
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DragType newDragType = DragType.CreateMultiple;
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if (s_DragType != newDragType || s_SceneDragObjects == null)
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// Either this is first time we are here OR evt.alt changed during drag
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{
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if (ExistingAssets(objectReferences)) // External drag with images that are not in the project
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{
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List<UnityEngine.U2D.SpriteShape> assets = GetSpriteShapeFromPathsOrObjects(objectReferences, paths,
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evt.type);
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if (assets.Count == 0)
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return;
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if (s_DragType != DragType.NotInitialized)
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// evt.alt changed during drag, so we need to cleanup and start over
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CleanUp(true);
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s_DragType = newDragType;
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CreateSceneDragObjects(assets);
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}
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}
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if (s_SceneDragObjects != null)
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{
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if (sceneView != null)
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PositionSceneDragObjects(s_SceneDragObjects, sceneView, evt.mousePosition);
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DragAndDrop.visualMode = DragAndDropVisualMode.Copy;
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evt.Use();
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}
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}
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break;
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case EventType.DragPerform:
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{
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List<UnityEngine.U2D.SpriteShape> assets = GetSpriteShapeFromPathsOrObjects(objectReferences, paths, evt.type);
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if (assets.Count > 0 && s_SceneDragObjects != null)
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{
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// For external drags, we have delayed all creation to DragPerform because only now we have the imported sprite assets
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if (s_SceneDragObjects.Count == 0)
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{
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CreateSceneDragObjects(assets);
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if (sceneView != null)
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PositionSceneDragObjects(s_SceneDragObjects, sceneView, evt.mousePosition);
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}
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var prefabStage = PrefabStageUtility.GetCurrentPrefabStage();
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foreach (GameObject dragGO in s_SceneDragObjects)
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{
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if (prefabStage != null)
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{
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var parTransform = Selection.activeTransform != null
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? Selection.activeTransform
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: prefabStage.prefabContentsRoot.transform;
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dragGO.transform.SetParent(parTransform, true);
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}
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Undo.RegisterCreatedObjectUndo(dragGO, "Create Shape");
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dragGO.hideFlags = HideFlags.None;
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}
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Selection.objects = s_SceneDragObjects.ToArray();
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CleanUp(false);
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evt.Use();
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}
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}
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break;
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case EventType.DragExited:
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{
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if (s_SceneDragObjects != null)
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{
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CleanUp(true);
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evt.Use();
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}
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}
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break;
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}
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}
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static void PositionSceneDragObjects(List<Object> objects, SceneView sceneView, Vector2 mousePosition)
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{
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Vector3 position = Vector3.zero;
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position = HandleUtility.GUIPointToWorldRay(mousePosition).GetPoint(10);
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if (sceneView.in2DMode)
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{
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position.z = 0f;
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}
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else
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{
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DragAndDrop.visualMode = DragAndDropVisualMode.Copy;
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object hit = HandleUtility.RaySnap(HandleUtility.GUIPointToWorldRay(mousePosition));
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if (hit != null)
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{
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RaycastHit rh = (RaycastHit)hit;
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position = rh.point;
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}
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}
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foreach (GameObject gameObject in objects)
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{
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gameObject.transform.position = position;
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}
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}
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static void CreateSceneDragObjects(List<UnityEngine.U2D.SpriteShape> shapes)
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{
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if (s_SceneDragObjects == null)
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s_SceneDragObjects = new List<Object>();
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if (s_DragType == DragType.CreateMultiple)
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{
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foreach (UnityEngine.U2D.SpriteShape sprite in shapes)
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s_SceneDragObjects.Add(CreateDragGO(sprite, Vector3.zero));
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}
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else
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{
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s_SceneDragObjects.Add(CreateDragGO(shapes[0], Vector3.zero));
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}
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}
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static void CleanUp(bool deleteTempSceneObject)
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{
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if (deleteTempSceneObject)
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{
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foreach (GameObject gameObject in s_SceneDragObjects)
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Object.DestroyImmediate(gameObject, false);
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}
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if (s_SceneDragObjects != null)
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{
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s_SceneDragObjects.Clear();
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s_SceneDragObjects = null;
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}
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s_DragType = DragType.NotInitialized;
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}
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static bool ExistingAssets(Object[] objects)
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{
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foreach (Object obj in objects)
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{
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if (AssetDatabase.Contains(obj))
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return true;
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}
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return false;
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}
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static GameObject CreateDragGO(UnityEngine.U2D.SpriteShape spriteShape, Vector3 position)
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{
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SpriteShapeController spriteShapeController = SpriteShapeEditorUtility.CreateSpriteShapeController(spriteShape);
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GameObject gameObject = spriteShapeController.gameObject;
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gameObject.transform.position = position;
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gameObject.hideFlags = HideFlags.HideAndDontSave;
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spriteShapeController.spriteShape = spriteShape;
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SpriteShapeEditorUtility.SetShapeFromAsset(spriteShapeController);
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return gameObject;
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}
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}
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}
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