HeavenStudio/Assets/Scripts/LevelEditor/BoxSelection.cs
Braedon 8760412bb2 Dynamic editor theme (WIP), read desc for more info
Spaceball has been improved, you can now hit multiple balls at a time. Fork Lifter and Karate Man need this update soon as well. No idea why I did it the way I did.

Time jumping also has been improved by pausing.

Dynamic editor themes for custom theme support, however that won't be implemented until later.
2022-01-13 21:33:51 -05:00

149 lines
4.5 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using Starpelly;
namespace RhythmHeavenMania.Editor
{
public class BoxSelection : MonoBehaviour
{
[SerializeField] private RectTransform boxVisual;
private Rect selectionBox;
private Vector2 startPosition = Vector2.zero;
private Vector2 endPosition = Vector2.zero;
public bool selecting = false;
public static BoxSelection instance { get; private set; }
private void Awake()
{
instance = this;
}
private void Start()
{
DrawVisual();
Color boxCol = EditorTheme.theme.properties.BoxSelectionCol.Hex2RGB();
boxVisual.GetComponent<Image>().color = new Color(boxCol.r, boxCol.g, boxCol.b, 0.3f);
}
private void Update()
{
if (Selections.instance.eventsSelected.Count > 0 && Timeline.instance.IsEventsDragging())
{
return;
}
// click
if (Input.GetMouseButtonDown(0))
{
startPosition = Input.mousePosition;
selectionBox = new Rect();
}
// dragging
if (Input.GetMouseButton(0))
{
endPosition = Input.mousePosition;
DrawVisual();
DrawSelection();
}
// release click
if (Input.GetMouseButtonUp(0))
{
startPosition = Vector2.zero;
endPosition = Vector2.zero;
DrawVisual();
SelectEvents();
}
// selecting = (selectionBox.size != Vector2.zero); -- doesn't work really
// for real time selection just move SelectEvents() to here, but that breaks some shit. might fix soon idk --pelly
}
private void DrawVisual()
{
Vector2 boxStart = startPosition;
Vector2 boxEnd = endPosition;
Vector2 boxCenter = (boxStart + boxEnd) / 2;
boxVisual.position = boxCenter;
Vector2 boxSize = new Vector2(Mathf.Abs(boxStart.x - boxEnd.x), Mathf.Abs(boxStart.y - boxEnd.y));
boxVisual.sizeDelta = boxSize;
}
private void DrawSelection()
{
// X
if (Input.mousePosition.x < startPosition.x)
{
// dragging left
selectionBox.xMin = Input.mousePosition.x;
selectionBox.xMax = startPosition.x;
}
else
{
// dragging right
selectionBox.xMin = startPosition.x;
selectionBox.xMax = Input.mousePosition.x;
}
// Y
if (Input.mousePosition.y < startPosition.y)
{
// dragging down
selectionBox.yMin = Input.mousePosition.y;
selectionBox.yMax = startPosition.y;
}
else
{
// dragging up
selectionBox.yMin = startPosition.y;
selectionBox.yMax = Input.mousePosition.y;
}
}
private void SelectEvents()
{
int selected = 0;
for (int i = 0; i < GameManager.instance.Beatmap.entities.Count; i++)
{
TimelineEventObj e = GameManager.instance.Beatmap.entities[i].eventObj;
if (selectionBox.Contains(Camera.main.WorldToScreenPoint(e.transform.position)))
{
Selections.instance.DragSelect(e);
selected++;
}
// I'm trying this fix this dammit
/*if (selectionBox.Overlaps(RectTransformToScreenSpace(e.GetComponent<RectTransform>())))
{
print(RectTransformToScreenSpace(e.GetComponent<RectTransform>()));
print(selectionBox);
Selections.instance.DragSelect(e);
selected++;
}*/
}
selecting = selected > 0;
}
public Rect RectTransformToScreenSpace(RectTransform transform)
{
Vector2 sizeTemp = Vector2.Scale(transform.rect.size, transform.localScale);
Vector2 size = new Vector2(sizeTemp.x * 100, sizeTemp.y);
return new Rect((Vector2)Camera.main.WorldToScreenPoint(transform.position) - (size * 0.5f), size);
}
}
}