using System; using UnityEngine; using UnityEngine.Scripting.APIUpdating; using Object = UnityEngine.Object; namespace UnityEditor.Tilemaps { /// Stores the selection made on a GridLayout. [MovedFrom(true, "UnityEditor", "UnityEditor")] [HelpURL("https://docs.unity3d.com/Manual/TilemapPainting-SelectionTool.html#GridSelect")] [Serializable] public class GridSelection : ScriptableObject { public static string kUpdateGridSelection = L10n.Tr("Update Grid Selection"); /// Callback for when the active GridSelection has changed. public static event Action gridSelectionChanged; [SerializeField] private BoundsInt m_Position; private GameObject m_Target; [SerializeField] private Object m_PreviousSelection; /// Whether there is an active GridSelection made on a GridLayout. public static bool active { get { return Selection.activeObject is GridSelection && selection.m_Target != null; } } private static GridSelection selection { get { return Selection.activeObject as GridSelection; } } /// The cell coordinates of the active GridSelection made on the GridLayout. public static BoundsInt position { get { return selection != null ? selection.m_Position : new BoundsInt(); } set { if (selection != null && selection.m_Position != value) { RegisterUndo(); selection.m_Position = value; if (gridSelectionChanged != null) gridSelectionChanged(); } } } /// The GameObject of the GridLayout where the active GridSelection was made. public static GameObject target { get { return selection != null ? selection.m_Target : null; } } /// The Grid of the target of the active GridSelection. public static Grid grid { get { return selection != null && selection.m_Target != null ? selection.m_Target.GetComponentInParent() : null; } } /// Creates a new GridSelection and sets it as the active GridSelection. /// The target GameObject for the GridSelection. /// The cell coordinates of selection made. public static void Select(Object target, BoundsInt bounds) { GridSelection newSelection = CreateInstance(); newSelection.m_PreviousSelection = Selection.activeObject; newSelection.m_Target = target as GameObject; newSelection.m_Position = bounds; Selection.activeObject = newSelection; if (gridSelectionChanged != null) gridSelectionChanged(); } /// Clears the active GridSelection. public static void Clear() { if (active) { RegisterUndo(); selection.m_Position = new BoundsInt(); Selection.activeObject = selection.m_PreviousSelection; if (gridSelectionChanged != null) gridSelectionChanged(); } } internal static void RegisterUndo() { if (selection != null) Undo.RegisterCompleteObjectUndo(selection, kUpdateGridSelection); } } }