Firstborn/Library/PackageCache/com.unity.terrain-tools@4.0.3/Editor/TerrainTools/BrushControllers/IBrushModifierKeyController.cs
Schaken-Mods b486678290 Library -Artifacts
Library -Artifacts
2023-03-28 12:24:16 -05:00

65 lines
1.7 KiB
C#

using System;
namespace UnityEditor.TerrainTools
{
/// <summary>
/// Options for brush modifier key shortcuts.
/// </summary>
[Flags]
public enum BrushModifierKey
{
/// <summary>
/// Use invert modifier.
/// </summary>
BRUSH_MOD_INVERT = 0,
/// <summary>
/// Use brush modifier 1.
/// </summary>
BRUSH_MOD_1 = 1,
/// <summary>
/// Use brush modifier 2.
/// </summary>
BRUSH_MOD_2 = 2,
/// <summary>
/// Use brush modifier 3.
/// </summary>
BRUSH_MOD_3 = 3
}
/// <summary>
/// An interface that represent the controller for brush modifier keys.
/// </summary>
public interface IBrushModifierKeyController
{
/// <summary>
/// Calls the methods in its invocation list when the modifier key is pressed.
/// </summary>
event Action<BrushModifierKey> OnModifierPressed;
/// <summary>
/// Calls the methods in its invocation list when the modifier key is released.
/// </summary>
event Action<BrushModifierKey> OnModifierReleased;
/// <summary>
/// Defines data when the tool is selected.
/// </summary>
void OnEnterToolMode();
/// <summary>
/// Defines data when the tool is deselected.
/// </summary>
void OnExitToolMode();
/// <summary>
/// Checks if the modifier key is active.
/// </summary>
/// <param name="k">The modifier key to check.</param>
/// <returns>Returns <c>true</c> when the key is active.</returns>
bool ModifierActive(BrushModifierKey k);
}
}