Singularity/Library/PackageCache/com.unity.2d.tilemap.extras.../Editor/Brushes/LineBrush/LineBrush.cs

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C#
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2024-05-06 14:45:45 -04:00
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Tilemaps;
using System.Linq;
namespace UnityEditor.Tilemaps
{
/// <summary>
/// This Brush helps draw lines of Tiles onto a Tilemap.
/// Use this as an example to modify brush painting behaviour to making painting quicker with less actions.
/// </summary>
[HelpURL("https://docs.unity3d.com/Packages/com.unity.2d.tilemap.extras@latest/index.html?subfolder=/manual/LineBrush.html")]
[CustomGridBrush(true, false, false, "Line Brush")]
public class LineBrush : GridBrush
{
/// <summary>
/// Whether the Line Brush has started drawing a line.
/// </summary>
public bool lineStartActive;
/// <summary>
/// Ensures that there are orthogonal connections of Tiles from the start of the line to the end.
/// </summary>
public bool fillGaps;
/// <summary>
/// The current starting point of the line.
/// </summary>
public Vector3Int lineStart = Vector3Int.zero;
/// <summary>
/// Indicates whether the brush is currently
/// moving something using the "Move selection with active brush" tool.
/// </summary>
public bool IsMoving { get; private set; }
/// <summary>
/// Paints tiles and GameObjects into a given position within the selected layers.
/// The LineBrush overrides this to provide line painting functionality.
/// The first paint action sets the starting point of the line.
/// The next paint action sets the ending point of the line and paints Tile from start to end.
/// </summary>
/// <param name="grid">Grid used for layout.</param>
/// <param name="brushTarget">Target of the paint operation. By default the currently selected GameObject.</param>
/// <param name="position">The coordinates of the cell to paint data to.</param>
public override void Paint(GridLayout grid, GameObject brushTarget, Vector3Int position)
{
if (lineStartActive)
{
Vector2Int startPos = new Vector2Int(lineStart.x, lineStart.y);
Vector2Int endPos = new Vector2Int(position.x, position.y);
if (startPos == endPos)
base.Paint(grid, brushTarget, position);
else
{
foreach (var point in GetPointsOnLine(startPos, endPos, fillGaps))
{
Vector3Int paintPos = new Vector3Int(point.x, point.y, position.z);
base.Paint(grid, brushTarget, paintPos);
}
}
lineStartActive = false;
}
else if (IsMoving)
{
base.Paint(grid, brushTarget, position);
}
else
{
lineStart = position;
lineStartActive = true;
}
}
/// <summary>
/// Starts the movement of tiles and GameObjects from a given position within the selected layers.
/// </summary>
/// <param name="grid">Grid used for layout.</param>
/// <param name="brushTarget">Target of the Move operation. By default the currently selected GameObject.</param>
/// <param name="position">The coordinates of the cell to move data from.</param>
public override void MoveStart(GridLayout grid, GameObject brushTarget, BoundsInt position)
{
base.MoveStart(grid, brushTarget, position);
IsMoving = true;
}
/// <summary>
/// Ends the movement of tiles and GameObjects to a given position within the selected layers.
/// </summary>
/// <param name="grid">Grid used for layout.</param>
/// <param name="brushTarget">Target of the Move operation. By default the currently selected GameObject.</param>
/// <param name="position">The coordinates of the cell to move data to.</param>
public override void MoveEnd(GridLayout grid, GameObject brushTarget, BoundsInt position)
{
base.MoveEnd(grid, brushTarget, position);
IsMoving = false;
}
/// <summary>
/// Enumerates all the points between the start and end position which are
/// linked diagonally or orthogonally.
/// </summary>
/// <param name="startPos">Start position of the line.</param>
/// <param name="endPos">End position of the line.</param>
/// <param name="fillGaps">Fills any gaps between the start and end position so that
/// all points are linked only orthogonally.</param>
/// <returns>Returns an IEnumerable which enumerates all the points between the start and end position which are
/// linked diagonally or orthogonally.</returns>
public static IEnumerable<Vector2Int> GetPointsOnLine(Vector2Int startPos, Vector2Int endPos, bool fillGaps)
{
var points = GetPointsOnLine(startPos, endPos);
if (fillGaps)
{
var rise = endPos.y - startPos.y;
var run = endPos.x - startPos.x;
if (rise != 0 || run != 0)
{
var extraStart = startPos;
var extraEnd = endPos;
if (Mathf.Abs(rise) >= Mathf.Abs(run))
{
// up
if (rise > 0)
{
extraStart.y += 1;
extraEnd.y += 1;
}
// down
else // rise < 0
{
extraStart.y -= 1;
extraEnd.y -= 1;
}
}
else // Mathf.Abs(rise) < Mathf.Abs(run)
{
// right
if (run > 0)
{
extraStart.x += 1;
extraEnd.x += 1;
}
// left
else // run < 0
{
extraStart.x -= 1;
extraEnd.x -= 1;
}
}
var extraPoints = GetPointsOnLine(extraStart, extraEnd);
extraPoints = extraPoints.Except(new[] { extraEnd });
points = points.Union(extraPoints);
}
}
return points;
}
/// <summary>
/// Gets an enumerable for all the cells directly between two points
/// http://ericw.ca/notes/bresenhams-line-algorithm-in-csharp.html
/// </summary>
/// <param name="p1">A starting point of a line</param>
/// <param name="p2">An ending point of a line</param>
/// <returns>Gets an enumerable for all the cells directly between two points</returns>
public static IEnumerable<Vector2Int> GetPointsOnLine(Vector2Int p1, Vector2Int p2)
{
int x0 = p1.x;
int y0 = p1.y;
int x1 = p2.x;
int y1 = p2.y;
bool steep = Math.Abs(y1 - y0) > Math.Abs(x1 - x0);
if (steep)
{
int t;
t = x0; // swap x0 and y0
x0 = y0;
y0 = t;
t = x1; // swap x1 and y1
x1 = y1;
y1 = t;
}
if (x0 > x1)
{
int t;
t = x0; // swap x0 and x1
x0 = x1;
x1 = t;
t = y0; // swap y0 and y1
y0 = y1;
y1 = t;
}
int dx = x1 - x0;
int dy = Math.Abs(y1 - y0);
int error = dx / 2;
int ystep = (y0 < y1) ? 1 : -1;
int y = y0;
for (int x = x0; x <= x1; x++)
{
yield return new Vector2Int((steep ? y : x), (steep ? x : y));
error = error - dy;
if (error < 0)
{
y += ystep;
error += dx;
}
}
yield break;
}
}
/// <summary>
/// The Brush Editor for a Line Brush.
/// </summary>
[CustomEditor(typeof(LineBrush))]
public class LineBrushEditor : GridBrushEditor
{
private LineBrush lineBrush { get { return target as LineBrush; } }
private Tilemap lastTilemap;
/// <summary>
/// Callback for painting the GUI for the GridBrush in the Scene View.
/// The CoordinateBrush Editor overrides this to draw the preview of the brush when drawing lines.
/// </summary>
/// <param name="grid">Grid that the brush is being used on.</param>
/// <param name="brushTarget">Target of the GridBrushBase::ref::Tool operation. By default the currently selected GameObject.</param>
/// <param name="position">Current selected location of the brush.</param>
/// <param name="tool">Current GridBrushBase::ref::Tool selected.</param>
/// <param name="executing">Whether brush is being used.</param>
public override void OnPaintSceneGUI(GridLayout grid, GameObject brushTarget, BoundsInt position, GridBrushBase.Tool tool, bool executing)
{
base.OnPaintSceneGUI(grid, brushTarget, position, tool, executing);
if (lineBrush.lineStartActive && brushTarget != null)
{
Tilemap tilemap = brushTarget.GetComponent<Tilemap>();
if (tilemap != null)
{
tilemap.ClearAllEditorPreviewTiles();
lastTilemap = tilemap;
}
// Draw preview tiles for tilemap
Vector2Int startPos = new Vector2Int(lineBrush.lineStart.x, lineBrush.lineStart.y);
Vector2Int endPos = new Vector2Int(position.x, position.y);
if (startPos == endPos)
PaintPreview(grid, brushTarget, position.min);
else
{
foreach (var point in LineBrush.GetPointsOnLine(startPos, endPos, lineBrush.fillGaps))
{
Vector3Int paintPos = new Vector3Int(point.x, point.y, position.z);
PaintPreview(grid, brushTarget, paintPos);
}
}
if (Event.current.type == EventType.Repaint)
{
var min = lineBrush.lineStart;
var max = lineBrush.lineStart + position.size;
// Draws a box on the picked starting position
GL.PushMatrix();
GL.MultMatrix(GUI.matrix);
GL.Begin(GL.LINES);
Handles.color = Color.blue;
Handles.DrawLine(new Vector3(min.x, min.y, min.z), new Vector3(max.x, min.y, min.z));
Handles.DrawLine(new Vector3(max.x, min.y, min.z), new Vector3(max.x, max.y, min.z));
Handles.DrawLine(new Vector3(max.x, max.y, min.z), new Vector3(min.x, max.y, min.z));
Handles.DrawLine(new Vector3(min.x, max.y, min.z), new Vector3(min.x, min.y, min.z));
GL.End();
GL.PopMatrix();
}
}
}
/// <summary>
/// Clears all line previews.
/// </summary>
public override void ClearPreview()
{
base.ClearPreview();
if (lastTilemap != null)
{
lastTilemap.ClearAllEditorPreviewTiles();
lastTilemap = null;
}
}
}
}