mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-10 11:45:09 +00:00
bf7d7110bc
Spaceball has been improved, you can now hit multiple balls at a time. Fork Lifter and Karate Man need this update soon as well. No idea why I did it the way I did. Time jumping also has been improved by pausing. Dynamic editor themes for custom theme support, however that won't be implemented until later.
149 lines
No EOL
4.5 KiB
C#
149 lines
No EOL
4.5 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using Starpelly;
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namespace RhythmHeavenMania.Editor
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{
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public class BoxSelection : MonoBehaviour
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{
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[SerializeField] private RectTransform boxVisual;
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private Rect selectionBox;
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private Vector2 startPosition = Vector2.zero;
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private Vector2 endPosition = Vector2.zero;
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public bool selecting = false;
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public static BoxSelection instance { get; private set; }
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private void Awake()
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{
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instance = this;
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}
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private void Start()
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{
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DrawVisual();
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Color boxCol = EditorTheme.theme.properties.BoxSelectionCol.Hex2RGB();
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boxVisual.GetComponent<Image>().color = new Color(boxCol.r, boxCol.g, boxCol.b, 0.3f);
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}
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private void Update()
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{
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if (Selections.instance.eventsSelected.Count > 0 && Timeline.instance.IsEventsDragging())
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{
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return;
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}
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// click
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if (Input.GetMouseButtonDown(0))
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{
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startPosition = Input.mousePosition;
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selectionBox = new Rect();
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}
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// dragging
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if (Input.GetMouseButton(0))
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{
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endPosition = Input.mousePosition;
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DrawVisual();
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DrawSelection();
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}
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// release click
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if (Input.GetMouseButtonUp(0))
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{
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startPosition = Vector2.zero;
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endPosition = Vector2.zero;
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DrawVisual();
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SelectEvents();
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}
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// selecting = (selectionBox.size != Vector2.zero); -- doesn't work really
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// for real time selection just move SelectEvents() to here, but that breaks some shit. might fix soon idk --pelly
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}
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private void DrawVisual()
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{
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Vector2 boxStart = startPosition;
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Vector2 boxEnd = endPosition;
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Vector2 boxCenter = (boxStart + boxEnd) / 2;
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boxVisual.position = boxCenter;
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Vector2 boxSize = new Vector2(Mathf.Abs(boxStart.x - boxEnd.x), Mathf.Abs(boxStart.y - boxEnd.y));
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boxVisual.sizeDelta = boxSize;
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}
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private void DrawSelection()
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{
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// X
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if (Input.mousePosition.x < startPosition.x)
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{
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// dragging left
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selectionBox.xMin = Input.mousePosition.x;
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selectionBox.xMax = startPosition.x;
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}
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else
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{
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// dragging right
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selectionBox.xMin = startPosition.x;
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selectionBox.xMax = Input.mousePosition.x;
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}
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// Y
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if (Input.mousePosition.y < startPosition.y)
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{
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// dragging down
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selectionBox.yMin = Input.mousePosition.y;
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selectionBox.yMax = startPosition.y;
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}
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else
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{
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// dragging up
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selectionBox.yMin = startPosition.y;
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selectionBox.yMax = Input.mousePosition.y;
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}
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}
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private void SelectEvents()
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{
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int selected = 0;
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for (int i = 0; i < GameManager.instance.Beatmap.entities.Count; i++)
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{
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TimelineEventObj e = GameManager.instance.Beatmap.entities[i].eventObj;
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if (selectionBox.Contains(Camera.main.WorldToScreenPoint(e.transform.position)))
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{
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Selections.instance.DragSelect(e);
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selected++;
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}
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// I'm trying this fix this dammit
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/*if (selectionBox.Overlaps(RectTransformToScreenSpace(e.GetComponent<RectTransform>())))
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{
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print(RectTransformToScreenSpace(e.GetComponent<RectTransform>()));
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print(selectionBox);
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Selections.instance.DragSelect(e);
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selected++;
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}*/
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}
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selecting = selected > 0;
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}
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public Rect RectTransformToScreenSpace(RectTransform transform)
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{
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Vector2 sizeTemp = Vector2.Scale(transform.rect.size, transform.localScale);
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Vector2 size = new Vector2(sizeTemp.x * 100, sizeTemp.y);
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return new Rect((Vector2)Camera.main.WorldToScreenPoint(transform.position) - (size * 0.5f), size);
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}
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}
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} |