mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-26 19:43:01 +00:00
177 lines
No EOL
5.5 KiB
C#
177 lines
No EOL
5.5 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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using RhythmHeavenMania.Editor.Track;
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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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[SerializeField] private RectTransform timelineContent;
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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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private bool clickedInTimeline = 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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boxVisual.transform.GetChild(0).GetComponent<Image>().color = EditorTheme.theme.properties.BoxSelectionOutlineCol.Hex2RGB();
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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.InteractingWithEvents())
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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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return;
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}
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if (Conductor.instance.NotStopped() || !Timeline.instance.timelineState.selected)
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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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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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clickedInTimeline = Timeline.instance.CheckIfMouseInTimeline();
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startPosition = 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) && clickedInTimeline)
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{
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endPosition = 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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SelectEvents();
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DrawVisual();
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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 = new Vector2(boxSize.x / boxVisual.localScale.x, boxSize.y / boxVisual.localScale.y);
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boxVisual.sizeDelta = new Vector2(boxSize.x, boxSize.y);
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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 (MousePosition().x < startPosition.x)
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{
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// dragging left
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selectionBox.xMin = 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 = MousePosition().x;
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}
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// Y
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if (MousePosition().y < startPosition.y)
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{
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// dragging down
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selectionBox.yMin = 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 = 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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if (!Input.GetKey(KeyCode.LeftShift)) Selections.instance.DeselectAll();
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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.Overlaps(GetWorldRect(e.GetComponent<RectTransform>())))
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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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}
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selecting = selected > 0;
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}
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public Vector3 MousePosition()
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{
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var mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
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// var mousePos = new Vector2();
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// RectTransformUtility.ScreenPointToLocalPointInRectangle(timelineContent, Input.mousePosition, Camera.main, out mousePos);
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return new Vector3(mousePos.x, mousePos.y, 0);
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}
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public Rect GetWorldRect(RectTransform rectTransform)
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{
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Vector3[] corners = new Vector3[4];
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rectTransform.GetWorldCorners(corners);
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// Get the bottom left corner.
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Vector3 position = corners[0];
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Vector2 size = new Vector2(
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rectTransform.lossyScale.x * rectTransform.rect.size.x,
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rectTransform.lossyScale.y * rectTransform.rect.size.y);
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return new Rect(position, size);
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}
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}
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} |