Firstborn/Library/PackageCache/com.unity.2d.sprite@1.0.0/Editor/SpriteEditorModule/SpritePhysicsShapeModule.cs

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2023-03-28 13:24:16 -04:00
using System;
using UnityEngine;
namespace UnityEditor.U2D.Sprites
{
[RequireSpriteDataProvider(typeof(ISpritePhysicsOutlineDataProvider), typeof(ITextureDataProvider))]
internal class SpritePhysicsShapeModule : SpriteOutlineModule
{
private readonly float kDefaultPhysicsTessellationDetail = 0.25f;
private readonly byte kDefaultPhysicsAlphaTolerance = 200;
public SpritePhysicsShapeModule(ISpriteEditor sem, IEventSystem ege, IUndoSystem us, IAssetDatabase ad, IGUIUtility gu, IShapeEditorFactory sef, ITexture2D outlineTexture)
: base(sem, ege, us, ad, gu, sef, outlineTexture)
{
spriteEditorWindow = sem;
}
public override string moduleName
{
get { return "Custom Physics Shape"; }
}
private ISpriteEditor spriteEditorWindow
{
get; set;
}
public override bool ApplyRevert(bool apply)
{
if (m_Outline != null)
{
if (apply)
{
var dp = spriteEditorWindow.GetDataProvider<ISpritePhysicsOutlineDataProvider>();
for (int i = 0; i < m_Outline.Count; ++i)
{
dp.SetOutlines(m_Outline[i].spriteID, m_Outline[i].ToListVector());
dp.SetTessellationDetail(m_Outline[i].spriteID, m_Outline[i].tessellationDetail);
}
}
ScriptableObject.DestroyImmediate(m_Outline);
m_Outline = null;
}
return true;
}
protected override void LoadOutline()
{
m_Outline = ScriptableObject.CreateInstance<SpriteOutlineModel>();
m_Outline.hideFlags = HideFlags.HideAndDontSave;
var spriteDataProvider = spriteEditorWindow.GetDataProvider<ISpriteEditorDataProvider>();
var outlineDataProvider = spriteEditorWindow.GetDataProvider<ISpritePhysicsOutlineDataProvider>();
foreach (var rect in spriteDataProvider.GetSpriteRects())
{
var outlines = outlineDataProvider.GetOutlines(rect.spriteID);
m_Outline.AddListVector2(rect.spriteID, outlines);
m_Outline[m_Outline.Count - 1].tessellationDetail = outlineDataProvider.GetTessellationDetail(rect.spriteID);
}
}
protected override void SetupShapeEditorOutline(SpriteRect spriteRect)
{
var physicsShape = m_Outline[spriteRect.spriteID];
var physicsShapes = GenerateSpriteRectOutline(spriteRect.rect,
Math.Abs(physicsShape.tessellationDetail - (-1f)) < Mathf.Epsilon ? kDefaultPhysicsTessellationDetail : physicsShape.tessellationDetail,
kDefaultPhysicsAlphaTolerance, m_TextureDataProvider);
m_Outline[spriteRect.spriteID].spriteOutlines = physicsShapes;
spriteEditorWindow.SetDataModified();
}
}
}