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https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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440 lines
16 KiB
C#
440 lines
16 KiB
C#
///Original Credit Korindian
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///Sourced from - http://forum.unity3d.com/threads/rts-style-drag-selection-box.265739/
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///Updated Credit BenZed
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///Sourced from - http://forum.unity3d.com/threads/color-picker.267043/
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/*
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* What the SelectionBox component does is allow the game player to select objects using an RTS style click and drag interface:
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*
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* We want to be able to select Game Objects of any type,
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* We want to be able to drag select a group of game objects to select them,
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* We want to be able to hold the shift key and drag select a group of game objects to add them to the current selection,
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* We want to be able to single click a game object to select it,
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* We want to be able to hold the shift key and single click a game object to add it to the current selection,
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* We want to be able to hold the shift key and single click an already selected game object to remove it from the current selection.
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*
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* Most importantly, we want this behaviour to work with UI, 2D or 3D gameObjects, so it has to be smart about considering their respective screen spaces.
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*
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* Add this component to a Gameobject with a Canvas with RenderMode.ScreenSpaceOverlay
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* And implement the IBoxSelectable interface on any MonoBehaviour to make it selectable.
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*
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* Improvements that could be made:
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*
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* Control clicking a game object to select all objects of that type or tag.
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* Compatibility with Canvas Scaling
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* Filtering single click selections of objects occupying the same space. (So that, for example, you're only click selecting the game object found closest to the camera)
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*
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*/
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using System.Collections.Generic;
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using UnityEngine.Events;
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namespace UnityEngine.UI.Extensions
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{
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[RequireComponent(typeof(Canvas))]
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[AddComponentMenu("UI/Extensions/Selection Box")]
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public class SelectionBox : MonoBehaviour
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{
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// The color of the selection box.
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public Color color;
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// An optional parameter, but you can add a sprite to the selection box to give it a border or a stylized look.
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// It's suggested you use a monochrome sprite so that the selection
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// Box color is still relevant.
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public Sprite art;
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// Will store the location of wherever we first click before dragging.
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private Vector2 origin;
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// A rectTransform set by the User that can limit which part of the screen is eligible for drag selection
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public RectTransform selectionMask;
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//Stores the rectTransform connected to the generated gameObject being used for the selection box visuals
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private RectTransform boxRect;
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// Stores all of the selectable game objects
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private IBoxSelectable[] selectables;
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// A secondary storage of objects that the user can manually set.
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private MonoBehaviour[] selectableGroup;
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//Stores the selectable that was touched when the mouse button was pressed down
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private IBoxSelectable clickedBeforeDrag;
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//Stores the selectable that was touched when the mouse button was released
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private IBoxSelectable clickedAfterDrag;
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//Custom UnityEvent so we can add Listeners to this instance when Selections are changed.
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public class SelectionEvent : UnityEvent<IBoxSelectable[]> {}
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public SelectionEvent onSelectionChange = new SelectionEvent();
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//Ensures that the canvas that this component is attached to is set to the correct render mode. If not, it will not render the selection box properly.
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void ValidateCanvas(){
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var canvas = gameObject.GetComponent<Canvas>();
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if (canvas.renderMode != RenderMode.ScreenSpaceOverlay) {
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throw new System.Exception("SelectionBox component must be placed on a canvas in Screen Space Overlay mode.");
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}
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var canvasScaler = gameObject.GetComponent<CanvasScaler>();
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if (canvasScaler && canvasScaler.enabled && (!Mathf.Approximately(canvasScaler.scaleFactor, 1f) || canvasScaler.uiScaleMode != CanvasScaler.ScaleMode.ConstantPixelSize)) {
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Destroy(canvasScaler);
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Debug.LogWarning("SelectionBox component is on a gameObject with a Canvas Scaler component. As of now, Canvas Scalers without the default settings throw off the coordinates of the selection box. Canvas Scaler has been removed.");
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}
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}
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/*
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* The user can manually set a group of objects with monoBehaviours to be the pool of objects considered to be selectable. The benefits of this are two fold:
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*
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* 1) The default behaviour is to check every game object in the scene, which is much slower.
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* 2) The user can filter which objects should be selectable, for example units versus menu selections
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*
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*/
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void SetSelectableGroup(IEnumerable<MonoBehaviour> behaviourCollection) {
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// If null, the selectionbox reverts to it's default behaviour
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if (behaviourCollection == null) {
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selectableGroup = null;
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return;
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}
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//Runs a double check to ensure each of the objects in the collection can be selectable, and doesn't include them if not.
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var behaviourList = new List<MonoBehaviour>();
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foreach(var behaviour in behaviourCollection) {
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if (behaviour as IBoxSelectable != null) {
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behaviourList.Add (behaviour);
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}
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}
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selectableGroup = behaviourList.ToArray();
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}
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void CreateBoxRect(){
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var selectionBoxGO = new GameObject();
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selectionBoxGO.name = "Selection Box";
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selectionBoxGO.transform.parent = transform;
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selectionBoxGO.AddComponent<Image>();
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boxRect = selectionBoxGO.transform as RectTransform;
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}
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//Set all of the relevant rectTransform properties to zero,
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//finally deactivates the boxRect gameobject since it doesn't
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//need to be enabled when not in a selection action.
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void ResetBoxRect(){
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//Update the art and color on the off chance they've changed
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Image image = boxRect.GetComponent<Image>();
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image.color = color;
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image.sprite = art;
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origin = Vector2.zero;
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boxRect.anchoredPosition = Vector2.zero;
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boxRect.sizeDelta = Vector2.zero;
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boxRect.anchorMax = Vector2.zero;
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boxRect.anchorMin = Vector2.zero;
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boxRect.pivot = Vector2.zero;
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boxRect.gameObject.SetActive(false);
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}
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void BeginSelection(){
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// Click somewhere in the Game View.
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if (!UIExtensionsInputManager.GetMouseButtonDown(0))
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return;
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//The boxRect will be inactive up until the point we start selecting
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boxRect.gameObject.SetActive(true);
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// Get the initial click position of the mouse.
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origin = new Vector2(UIExtensionsInputManager.MousePosition.x, UIExtensionsInputManager.MousePosition.y);
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//If the initial click point is not inside the selection mask, we abort the selection
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if (!PointIsValidAgainstSelectionMask(origin)) {
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ResetBoxRect();
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return;
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}
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// The anchor is set to the same place.
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boxRect.anchoredPosition = origin;
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MonoBehaviour[] behavioursToGetSelectionsFrom;
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// If we do not have a group of selectables already set, we'll just loop through every object that's a monobehaviour, and look for selectable interfaces in them
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if (selectableGroup == null) {
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behavioursToGetSelectionsFrom = GameObject.FindObjectsOfType<MonoBehaviour>();
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} else {
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behavioursToGetSelectionsFrom = selectableGroup;
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}
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//Temporary list to store the found selectables before converting to the main selectables array
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List<IBoxSelectable> selectableList = new List<IBoxSelectable>();
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foreach (MonoBehaviour behaviour in behavioursToGetSelectionsFrom) {
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//If the behaviour implements the selectable interface, we add it to the selectable list
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IBoxSelectable selectable = behaviour as IBoxSelectable;
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if (selectable != null) {
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selectableList.Add (selectable);
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//We're using left shift to act as the "Add To Selection" command. So if left shift isn't pressed, we want everything to begin deselected
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if (!UIExtensionsInputManager.GetKey (KeyCode.LeftShift)) {
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selectable.selected = false;
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}
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}
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}
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selectables = selectableList.ToArray();
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//For single-click actions, we need to get the selectable that was clicked when selection began (if any)
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clickedBeforeDrag = GetSelectableAtMousePosition();
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}
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bool PointIsValidAgainstSelectionMask(Vector2 screenPoint){
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//If there is no selection mask, any point is valid
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if (!selectionMask) {
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return true;
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}
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Camera screenPointCamera = GetScreenPointCamera(selectionMask);
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return RectTransformUtility.RectangleContainsScreenPoint(selectionMask, screenPoint, screenPointCamera);
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}
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IBoxSelectable GetSelectableAtMousePosition() {
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//Firstly, we cannot click on something that is not inside the selection mask (if we have one)
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if (!PointIsValidAgainstSelectionMask(UIExtensionsInputManager.MousePosition)) {
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return null;
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}
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//This gets a bit tricky, because we have to make considerations depending on the hierarchy of the selectable's gameObject
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foreach (var selectable in selectables) {
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//First we check to see if the selectable has a rectTransform
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var rectTransform = (selectable.transform as RectTransform);
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if (rectTransform) {
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//Because if it does, the camera we use to calculate it's screen point will vary
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var screenCamera = GetScreenPointCamera(rectTransform);
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//Once we've found the rendering camera, we check if the selectables rectTransform contains the click. That way we
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//Can click anywhere on a rectTransform to select it.
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if (RectTransformUtility.RectangleContainsScreenPoint(rectTransform, UIExtensionsInputManager.MousePosition, screenCamera)) {
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//And if it does, we select it and send it back
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return selectable;
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}
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} else {
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//If it doesn't have a rectTransform, we need to get the radius so we can use it as an area around the center to detect a click.
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//This works because a 2D or 3D renderer will both return a radius
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var radius = selectable.transform.GetComponent<UnityEngine.Renderer>().bounds.extents.magnitude;
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var selectableScreenPoint = GetScreenPointOfSelectable(selectable);
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//Check that the click fits within the screen-radius of the selectable
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if (Vector2.Distance(selectableScreenPoint, UIExtensionsInputManager.MousePosition) <= radius) {
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//And if it does, we select it and send it back
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return selectable;
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}
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}
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}
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return null;
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}
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void DragSelection(){
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//Return if we're not dragging or if the selection has been aborted (BoxRect disabled)
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if (!UIExtensionsInputManager.GetMouseButton(0) || !boxRect.gameObject.activeSelf)
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return;
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// Store the current mouse position in screen space.
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Vector2 currentMousePosition = new Vector2(UIExtensionsInputManager.MousePosition.x, UIExtensionsInputManager.MousePosition.y);
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// How far have we moved the mouse?
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Vector2 difference = currentMousePosition - origin;
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// Copy the initial click position to a new variable. Using the original variable will cause
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// the anchor to move around to wherever the current mouse position is,
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// which isn't desirable.
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Vector2 startPoint = origin;
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// The following code accounts for dragging in various directions.
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if (difference.x < 0)
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{
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startPoint.x = currentMousePosition.x;
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difference.x = -difference.x;
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}
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if (difference.y < 0)
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{
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startPoint.y = currentMousePosition.y;
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difference.y = -difference.y;
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}
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// Set the anchor, width and height every frame.
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boxRect.anchoredPosition = startPoint;
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boxRect.sizeDelta = difference;
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//Then we check our list of Selectables to see if they're being preselected or not.
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foreach(var selectable in selectables) {
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Vector3 screenPoint = GetScreenPointOfSelectable(selectable);
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//If the box Rect contains the selectables screen point and that point is inside a valid selection mask, it's being preselected, otherwise it is not.
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selectable.preSelected = RectTransformUtility.RectangleContainsScreenPoint(boxRect, screenPoint, null) && PointIsValidAgainstSelectionMask(screenPoint);
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}
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//Finally, since it's possible for our first clicked object to not be within the bounds of the selection box
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//If it exists, we always ensure that it is preselected.
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if (clickedBeforeDrag != null) {
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clickedBeforeDrag.preSelected = true;
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}
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}
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void ApplySingleClickDeselection(){
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//If we didn't touch anything with the original mouse press, we don't need to continue checking
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if (clickedBeforeDrag == null)
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return;
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//If we clicked a selectable without dragging, and that selectable was previously selected, we must be trying to deselect it.
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if (clickedAfterDrag != null && clickedBeforeDrag.selected && clickedBeforeDrag.transform == clickedAfterDrag.transform ) {
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clickedBeforeDrag.selected = false;
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clickedBeforeDrag.preSelected = false;
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}
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}
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void ApplyPreSelections(){
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foreach(var selectable in selectables) {
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//If the selectable was preSelected, we finalize it as selected.
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if (selectable.preSelected) {
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selectable.selected = true;
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selectable.preSelected = false;
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}
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}
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}
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Vector2 GetScreenPointOfSelectable(IBoxSelectable selectable) {
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//Getting the screen point requires it's own function, because we have to take into consideration the selectables hierarchy.
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//Cast the transform as a rectTransform
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var rectTransform = selectable.transform as RectTransform;
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//If it has a rectTransform component, it must be in the hierarchy of a canvas, somewhere.
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if (rectTransform) {
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//And the camera used to calculate it's screen point will vary.
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Camera renderingCamera = GetScreenPointCamera(rectTransform);
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return RectTransformUtility.WorldToScreenPoint(renderingCamera, selectable.transform.position);
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}
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//If it's no in the hierarchy of a canvas, the regular Camera.main.WorldToScreenPoint will do.
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return Camera.main.WorldToScreenPoint(selectable.transform.position);
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}
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/*
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* Finding the camera used to calculate the screenPoint of an object causes a couple of problems:
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*
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* If it has a rectTransform, the root Canvas that the rectTransform is a descendant of will give unusable
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* screen points depending on the Canvas.RenderMode, if we don't do any further calculation.
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*
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* This function solves that problem.
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*/
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Camera GetScreenPointCamera(RectTransform rectTransform) {
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Canvas rootCanvas = null;
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RectTransform rectCheck = rectTransform;
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//We're going to check all the canvases in the hierarchy of this rectTransform until we find the root.
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do {
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rootCanvas = rectCheck.GetComponent<Canvas>();
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//If we found a canvas on this Object, and it's not the rootCanvas, then we don't want to keep it
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if (rootCanvas && !rootCanvas.isRootCanvas) {
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rootCanvas = null;
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}
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//Then we promote the rect we're checking to it's parent.
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rectCheck = (RectTransform)rectCheck.parent;
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} while (rootCanvas == null);
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//Once we've found the root Canvas, we return a camera depending on it's render mode.
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switch (rootCanvas.renderMode) {
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case RenderMode.ScreenSpaceOverlay:
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//If we send back a camera when set to screen space overlay, the coordinates will not be accurate. If we return null, they will be.
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return null;
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case RenderMode.ScreenSpaceCamera:
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//If it's set to screen space we use the world Camera that the Canvas is using.
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//If it doesn't have one set, however, we have to send back the current camera. otherwise the coordinates will not be accurate.
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return (rootCanvas.worldCamera) ? rootCanvas.worldCamera : Camera.main;
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default:
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case RenderMode.WorldSpace:
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//World space always uses the current camera.
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return Camera.main;
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}
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}
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public IBoxSelectable[] GetAllSelected(){
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if (selectables == null) {
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return new IBoxSelectable[0];
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}
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var selectedList = new List<IBoxSelectable>();
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foreach(var selectable in selectables) {
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if (selectable.selected) {
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selectedList.Add (selectable);
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}
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}
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return selectedList.ToArray();
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}
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void EndSelection(){
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//Get out if we haven't finished selecting, or if the selection has been aborted (boxRect disabled)
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if (!UIExtensionsInputManager.GetMouseButtonUp(0) || !boxRect.gameObject.activeSelf)
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return;
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clickedAfterDrag = GetSelectableAtMousePosition();
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ApplySingleClickDeselection();
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ApplyPreSelections();
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ResetBoxRect();
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onSelectionChange.Invoke(GetAllSelected());
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}
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void Start(){
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ValidateCanvas();
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CreateBoxRect();
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ResetBoxRect();
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}
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void Update() {
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BeginSelection ();
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DragSelection ();
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EndSelection ();
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}
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}
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}
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