_xiaofang/xiaofang/Assets/Obi/Editor/ObiParticleSelection.cs
杨号敬 bcc74f0465 add
2024-12-18 02:18:45 +08:00

187 lines
6.9 KiB
C#

using UnityEngine;
using UnityEditor;
using System;
using System.Collections;
using System.Collections.Generic;
namespace Obi
{
public static class ObiParticleSelection
{
static int particleSelectorHash = "ObiParticleSelectorHash".GetHashCode();
static Vector2 startPos;
static Vector2 currentPos;
static bool dragging = false;
static Rect marquee;
public static bool DoSelection(Vector3[] positions,
bool[] selectionStatus,
bool[] facingCamera)
{
Matrix4x4 cachedMatrix = Handles.matrix;
int controlID = GUIUtility.GetControlID(particleSelectorHash, FocusType.Passive);
int selectedParticleIndex = -1;
bool selectionStatusChanged = false;
// select vertex on mouse click:
switch (Event.current.GetTypeForControl(controlID))
{
case EventType.MouseDown:
if (Event.current.button != 0) break;
startPos = Event.current.mousePosition;
marquee.Set(0, 0, 0, 0);
// If the user is not pressing shift, clear selection.
if ((Event.current.modifiers & EventModifiers.Shift) == 0 && (Event.current.modifiers & EventModifiers.Alt) == 0)
{
for (int i = 0; i < selectionStatus.Length; i++)
selectionStatus[i] = false;
}
// Allow use of marquee selection
if (Event.current.modifiers == EventModifiers.None || (Event.current.modifiers & EventModifiers.Shift) != 0)
GUIUtility.hotControl = controlID;
float minSqrDistance = System.Single.MaxValue;
for (int i = 0; i < positions.Length; i++)
{
// skip not selectable particles:
//if (!facingCamera[i] && (selectBackfaces & ObiActorBlueprintEditor.ParticleCulling.Back) != 0) continue;
//if (facingCamera[i] && (selectBackfaces & ObiActorBlueprintEditor.ParticleCulling.Front) != 0) continue;
// get particle position in gui space:
Vector2 pos = HandleUtility.WorldToGUIPoint(positions[i]);
// get distance from mouse position to particle position:
float sqrDistance = Vector2.SqrMagnitude(startPos - pos);
// check if this particle is closer to the cursor that any previously considered particle.
if (sqrDistance < 100 && sqrDistance < minSqrDistance)
{ //magic number 100 = 10*10, where 10 is min distance in pixels to select a particle.
minSqrDistance = sqrDistance;
selectedParticleIndex = i;
}
}
if (selectedParticleIndex >= 0)
{ // toggle particle selection status.
selectionStatus[selectedParticleIndex] = !selectionStatus[selectedParticleIndex];
selectionStatusChanged = true;
GUIUtility.hotControl = controlID;
Event.current.Use();
}
else if (Event.current.modifiers == EventModifiers.None)
{ // deselect all particles:
for (int i = 0; i < selectionStatus.Length; i++)
selectionStatus[i] = false;
selectionStatusChanged = true;
}
break;
case EventType.MouseMove:
SceneView.RepaintAll();
break;
case EventType.MouseDrag:
if (GUIUtility.hotControl == controlID)
{
currentPos = Event.current.mousePosition;
if (!dragging && Vector2.Distance(startPos, currentPos) > 5)
{
dragging = true;
}
else
{
GUIUtility.hotControl = controlID;
Event.current.Use();
}
//update marquee rect:
float left = Mathf.Min(startPos.x, currentPos.x);
float right = Mathf.Max(startPos.x, currentPos.x);
float bottom = Mathf.Min(startPos.y, currentPos.y);
float top = Mathf.Max(startPos.y, currentPos.y);
marquee = new Rect(left, bottom, right - left, top - bottom);
}
break;
case EventType.MouseUp:
if (GUIUtility.hotControl == controlID)
{
dragging = false;
for (int i = 0; i < positions.Length; i++)
{
// skip not selectable particles:
//switch (selectBackfaces)
{
//case ObiActorBlueprintEditor.ParticleCulling.Back: if (!facingCamera[i]) continue; break;
//case ObiActorBlueprintEditor.ParticleCulling.Front: if (facingCamera[i]) continue; break;
}
// get particle position in gui space:
Vector2 pos = HandleUtility.WorldToGUIPoint(positions[i]);
if (pos.x > marquee.xMin && pos.x < marquee.xMax && pos.y > marquee.yMin && pos.y < marquee.yMax)
{
selectionStatus[i] = true;
selectionStatusChanged = true;
}
}
GUIUtility.hotControl = 0;
Event.current.Use();
}
break;
case EventType.Repaint:
Handles.matrix = Matrix4x4.identity;
if (dragging)
{
GUISkin oldSkin = GUI.skin;
GUI.skin = EditorGUIUtility.GetBuiltinSkin(EditorSkin.Scene);
Handles.BeginGUI();
GUI.Box(new Rect(marquee.xMin, marquee.yMin, marquee.width, marquee.height), "");
Handles.EndGUI();
GUI.skin = oldSkin;
}
Handles.matrix = cachedMatrix;
break;
}
return selectionStatusChanged;
}
}
}