HeavenStudioPlus/Assets/Scripts/LevelEditor/BoxSelection.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using Starpelly;
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namespace RhythmHeavenMania.Editor
{
public class BoxSelection : MonoBehaviour
{
[SerializeField] private RectTransform boxVisual;
private Rect selectionBox;
private Vector2 startPosition = Vector2.zero;
private Vector2 endPosition = Vector2.zero;
public bool selecting = false;
public static BoxSelection instance { get; private set; }
private void Awake()
{
instance = this;
}
private void Start()
{
DrawVisual();
Color boxCol = EditorTheme.theme.properties.BoxSelectionCol.Hex2RGB();
boxVisual.GetComponent<Image>().color = new Color(boxCol.r, boxCol.g, boxCol.b, 0.3f);
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boxVisual.transform.GetChild(0).GetComponent<Image>().color = EditorTheme.theme.properties.BoxSelectionOutlineCol.Hex2RGB();
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}
private void Update()
{
if (Selections.instance.eventsSelected.Count > 0 && Timeline.instance.IsEventsDragging())
{
return;
}
if (Conductor.instance.NotStopped())
{
startPosition = Vector2.zero;
endPosition = Vector2.zero;
DrawVisual();
SelectEvents();
return;
}
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// click
if (Input.GetMouseButtonDown(0))
{
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startPosition = MousePosition();
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selectionBox = new Rect();
}
// dragging
if (Input.GetMouseButton(0))
{
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endPosition = MousePosition();
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DrawVisual();
DrawSelection();
}
// release click
if (Input.GetMouseButtonUp(0))
{
startPosition = Vector2.zero;
endPosition = Vector2.zero;
DrawVisual();
SelectEvents();
}
// selecting = (selectionBox.size != Vector2.zero); -- doesn't work really
// for real time selection just move SelectEvents() to here, but that breaks some shit. might fix soon idk --pelly
}
private void DrawVisual()
{
Vector2 boxStart = startPosition;
Vector2 boxEnd = endPosition;
Vector2 boxCenter = (boxStart + boxEnd) / 2;
boxVisual.position = boxCenter;
Vector2 boxSize = new Vector2(Mathf.Abs(boxStart.x - boxEnd.x), Mathf.Abs(boxStart.y - boxEnd.y));
boxVisual.sizeDelta = boxSize;
}
private void DrawSelection()
{
// X
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if (MousePosition().x < startPosition.x)
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{
// dragging left
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selectionBox.xMin = MousePosition().x;
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selectionBox.xMax = startPosition.x;
}
else
{
// dragging right
selectionBox.xMin = startPosition.x;
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selectionBox.xMax = MousePosition().x;
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}
// Y
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if (MousePosition().y < startPosition.y)
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{
// dragging down
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selectionBox.yMin = MousePosition().y;
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selectionBox.yMax = startPosition.y;
}
else
{
// dragging up
selectionBox.yMin = startPosition.y;
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selectionBox.yMax = MousePosition().y;
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}
}
private void SelectEvents()
{
int selected = 0;
for (int i = 0; i < GameManager.instance.Beatmap.entities.Count; i++)
{
TimelineEventObj e = GameManager.instance.Beatmap.entities[i].eventObj;
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if (selectionBox.Overlaps(GetWorldRect(e.GetComponent<RectTransform>())))
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{
Selections.instance.DragSelect(e);
selected++;
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}
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}
selecting = selected > 0;
}
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public Vector3 MousePosition()
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{
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var mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
return new Vector3(mousePos.x, mousePos.y, 0);
}
public Rect GetWorldRect(RectTransform rectTransform)
{
Vector3[] corners = new Vector3[4];
rectTransform.GetWorldCorners(corners);
// Get the bottom left corner.
Vector3 position = corners[0];
Vector2 size = new Vector2(
rectTransform.lossyScale.x * rectTransform.rect.size.x,
rectTransform.lossyScale.y * rectTransform.rect.size.y);
return new Rect(position, size);
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}
}
}