using System; using System.Collections.Generic; using UnityEngine; namespace UnityEditor.U2D.Path { public class MultipleEditablePathController : IEditablePathController { private IEditablePathController m_Controller = new EditablePathController(); private List m_Paths = new List(); private float m_ClosestDistance = float.MaxValue; private IEditablePath m_ClosestPath; public IEditablePath editablePath { get { return m_Controller.editablePath; } set { m_Controller.editablePath = value; } } public IEditablePath closestEditablePath { get; private set; } public ISnapping snapping { get { return m_Controller.snapping; } set { m_Controller.snapping = value; } } public bool enableSnapping { get { return m_Controller.enableSnapping; } set { m_Controller.enableSnapping = value; } } public void ClearPaths() { m_Paths.Clear(); } public void AddPath(IEditablePath path) { if (!m_Paths.Contains(path)) m_Paths.Add(path); } public void RemovePath(IEditablePath path) { m_Paths.Remove(path); } public void RegisterUndo(string name) { var current = editablePath; ForEach((s) => { editablePath = s; m_Controller.RegisterUndo(name); }); editablePath = current; } public void ClearSelection() { var current = editablePath; ForEach((s) => { editablePath = s; m_Controller.ClearSelection(); }); editablePath = current; } public void SelectPoint(int index, bool select) { m_Controller.SelectPoint(index, select); } public void CreatePoint(int index, Vector3 position) { m_Controller.CreatePoint(index, position); } public void RemoveSelectedPoints() { var current = editablePath; ForEach((s) => { editablePath = s; m_Controller.RemoveSelectedPoints(); }); editablePath = current; } public void MoveSelectedPoints(Vector3 delta) { var current = editablePath; ForEach((s) => { editablePath = s; m_Controller.MoveSelectedPoints(delta); }); editablePath = current; } public void MoveEdge(int index, Vector3 delta) { m_Controller.MoveEdge(index, delta); } public void SetLeftTangent(int index, Vector3 position, bool setToLinear, bool mirror, Vector3 cachedRightTangent, TangentMode cachedTangentMode) { m_Controller.SetLeftTangent(index, position, setToLinear, mirror, cachedRightTangent, cachedTangentMode); } public void SetRightTangent(int index, Vector3 position, bool setToLinear, bool mirror, Vector3 cachedLeftTangent, TangentMode cachedTangentMode) { m_Controller.SetRightTangent(index, position, setToLinear, mirror, cachedLeftTangent, cachedTangentMode); } public void ClearClosestPath() { m_ClosestDistance = float.MaxValue; closestEditablePath = null; } public void AddClosestPath(float distance) { if (distance <= m_ClosestDistance) { m_ClosestDistance = distance; closestEditablePath = editablePath; } } private void ForEach(Action action) { foreach(var path in m_Paths) { if (path == null) continue; action(path); } } } }