using UnityEngine; using UnityEngine.U2D; using System.Collections.Generic; using UnityEditor.SceneManagement; using UnityEditor.U2D.SpriteShape; using Object = UnityEngine.Object; namespace UnityEditor.U2D { [InitializeOnLoad] public static class SceneDragAndDrop { static SceneDragAndDrop() { #if UNITY_2019_1_OR_NEWER SceneView.duringSceneGui += OnSceneGUI; EditorApplication.hierarchyWindowItemOnGUI += OnHierarchyGUI; #else SceneView.onSceneGUIDelegate += OnSceneGUI; #endif } static class Contents { public static readonly string createString = "Create Sprite Shape"; } static List s_SceneDragObjects; static DragType s_DragType; enum DragType { NotInitialized, CreateMultiple } public delegate string ShowFileDialogDelegate(string title, string defaultName, string extension, string message, string defaultPath); static void OnSceneGUI(SceneView sceneView) { HandleSceneDrag(sceneView, Event.current, DragAndDrop.objectReferences, DragAndDrop.paths); } public static GameObject Create(UnityEngine.U2D.SpriteShape shape, Vector3 position, SceneView sceneView) { string name = string.IsNullOrEmpty(shape.name) ? "New SpriteShapeController" : shape.name; name = GameObjectUtility.GetUniqueNameForSibling(null, name); GameObject go = new GameObject(name); SpriteShapeController shapeController = go.AddComponent(); shapeController.spriteShape = shape; go.transform.position = position; go.hideFlags = HideFlags.HideAndDontSave; return go; } static void OnHierarchyGUI(int instanceID, Rect rect) { HandleSceneDrag(null, Event.current, DragAndDrop.objectReferences, null); } static List GetSpriteShapeFromPathsOrObjects(Object[] objects, string[] paths, EventType currentEventType) { List result = new List(); foreach (Object obj in objects) { if (AssetDatabase.Contains(obj)) { if (obj is UnityEngine.U2D.SpriteShape) result.Add(obj as UnityEngine.U2D.SpriteShape); } } return result; } static void HandleSceneDrag(SceneView sceneView, Event evt, Object[] objectReferences, string[] paths) { if (evt.type != EventType.DragUpdated && evt.type != EventType.DragPerform && evt.type != EventType.DragExited) return; switch (evt.type) { case EventType.DragUpdated: { DragType newDragType = DragType.CreateMultiple; if (s_DragType != newDragType || s_SceneDragObjects == null) // Either this is first time we are here OR evt.alt changed during drag { if (ExistingAssets(objectReferences)) // External drag with images that are not in the project { List assets = GetSpriteShapeFromPathsOrObjects(objectReferences, paths, evt.type); if (assets.Count == 0) return; if (s_DragType != DragType.NotInitialized) // evt.alt changed during drag, so we need to cleanup and start over CleanUp(true); s_DragType = newDragType; CreateSceneDragObjects(assets); } } if (s_SceneDragObjects != null) { if (sceneView != null) PositionSceneDragObjects(s_SceneDragObjects, sceneView, evt.mousePosition); DragAndDrop.visualMode = DragAndDropVisualMode.Copy; evt.Use(); } } break; case EventType.DragPerform: { List assets = GetSpriteShapeFromPathsOrObjects(objectReferences, paths, evt.type); if (assets.Count > 0 && s_SceneDragObjects != null) { // For external drags, we have delayed all creation to DragPerform because only now we have the imported sprite assets if (s_SceneDragObjects.Count == 0) { CreateSceneDragObjects(assets); if (sceneView != null) PositionSceneDragObjects(s_SceneDragObjects, sceneView, evt.mousePosition); } var prefabStage = PrefabStageUtility.GetCurrentPrefabStage(); foreach (GameObject dragGO in s_SceneDragObjects) { if (prefabStage != null) { var parTransform = Selection.activeTransform != null ? Selection.activeTransform : prefabStage.prefabContentsRoot.transform; dragGO.transform.SetParent(parTransform, true); } Undo.RegisterCreatedObjectUndo(dragGO, "Create Shape"); dragGO.hideFlags = HideFlags.None; } Selection.objects = s_SceneDragObjects.ToArray(); CleanUp(false); evt.Use(); } } break; case EventType.DragExited: { if (s_SceneDragObjects != null) { CleanUp(true); evt.Use(); } } break; } } static void PositionSceneDragObjects(List objects, SceneView sceneView, Vector2 mousePosition) { Vector3 position = Vector3.zero; position = HandleUtility.GUIPointToWorldRay(mousePosition).GetPoint(10); if (sceneView.in2DMode) { position.z = 0f; } else { DragAndDrop.visualMode = DragAndDropVisualMode.Copy; object hit = HandleUtility.RaySnap(HandleUtility.GUIPointToWorldRay(mousePosition)); if (hit != null) { RaycastHit rh = (RaycastHit)hit; position = rh.point; } } foreach (GameObject gameObject in objects) { gameObject.transform.position = position; } } static void CreateSceneDragObjects(List shapes) { if (s_SceneDragObjects == null) s_SceneDragObjects = new List(); if (s_DragType == DragType.CreateMultiple) { foreach (UnityEngine.U2D.SpriteShape sprite in shapes) s_SceneDragObjects.Add(CreateDragGO(sprite, Vector3.zero)); } else { s_SceneDragObjects.Add(CreateDragGO(shapes[0], Vector3.zero)); } } static void CleanUp(bool deleteTempSceneObject) { if (deleteTempSceneObject) { foreach (GameObject gameObject in s_SceneDragObjects) Object.DestroyImmediate(gameObject, false); } if (s_SceneDragObjects != null) { s_SceneDragObjects.Clear(); s_SceneDragObjects = null; } s_DragType = DragType.NotInitialized; } static bool ExistingAssets(Object[] objects) { foreach (Object obj in objects) { if (AssetDatabase.Contains(obj)) return true; } return false; } static GameObject CreateDragGO(UnityEngine.U2D.SpriteShape spriteShape, Vector3 position) { SpriteShapeController spriteShapeController = SpriteShapeEditorUtility.CreateSpriteShapeController(spriteShape); GameObject gameObject = spriteShapeController.gameObject; gameObject.transform.position = position; gameObject.hideFlags = HideFlags.HideAndDontSave; spriteShapeController.spriteShape = spriteShape; SpriteShapeEditorUtility.SetShapeFromAsset(spriteShapeController); return gameObject; } } }