// Returns true if needs a repaint void HandleMouseEvents(Rect position, Dictionary <int, BTNode> nodeDic) { Event e = Event.current; // MouseDown // // Identify the control being clicked if (Event.current.type == EventType.MouseDown) { // Do nothing for MouseDown on the scrollbar, if present if (e.mousePosition.x >= position.width + mScrollPoint.x || e.mousePosition.y >= position.height + mScrollPoint.y) { mCurMode = Mode.None; } // MouseDown in the canvas, check if in a node or on background else { // Store the mouse position mMouseStartPos = e.mousePosition; // Loop through nodes and check if their rects contain the mouse position BTNode contextNode = null; BTNode tempNode = null; foreach (var kvp in nodeDic) { tempNode = kvp.Value; if (tempNode != null && mNodeRenderer.rectForNode(tempNode).Contains(mMouseStartPos)) { // Connect a parent to a child if (mCurMode == Mode.ConnectChild) { BTEditorManager.Connect(owner.connectOrigin, tempNode.GetInstanceID()); // editorWindow.wantsMouseMove = false; mCurMode = Mode.None; break; } // Connect a child to a parent else if (mCurMode == Mode.ConnectParent) { BTEditorManager.Connect(tempNode.GetInstanceID(), owner.connectOrigin); // editorWindow.wantsMouseMove = false; mCurMode = Mode.None; break; } // Perform a node action at key up else { mCurMode = Mode.NodeAction; contextNode = tempNode; } } } // Cancel the connection if (mCurMode == Mode.ConnectParent || mCurMode == Mode.ConnectChild) { // editorWindow.wantsMouseMove = false; mCurMode = Mode.None; } // MouseDown on the canvas background enables panning the view if (mCurMode == Mode.None && contextNode == null) { mCurMode = Mode.CanvasAction; } SelectNode(contextNode); } return; } // Mouse Up // // MouseUp resets the current interaction mode to None if (e.type == EventType.MouseUp) { mPickingup = false; // Context Menu if (IsRightMouseBtn()) { if (mCurMode == Mode.NodeAction) { owner.ShowContextMenu(e.mousePosition, EditorZoomArea.GetScrollOffset(zoomScale, mScrollPoint), mSelectedNodes); } else if (mCurMode == Mode.CanvasAction) { owner.ShowContextMenu(e.mousePosition, EditorZoomArea.GetScrollOffset(zoomScale, mScrollPoint), null); } } // Resize canvas after a drag else if (mCurMode == Mode.DragNode) { BTEditorManager.Dirty(); } mCurMode = Mode.None; return; } // Mouse Drag // if (e.type == EventType.MouseDrag) { if (IsLeftMouseBtn()) { if (mCurMode == Mode.CanvasAction) { if (e.modifiers == EventModifiers.Alt) { mPickingup = true; mPickupStartPos = mMouseStartPos; } else if (e.modifiers == EventModifiers.None) { mScrollPoint -= (e.delta / zoomScale); } } // Switch to node dragging mode else if (mCurMode == Mode.NodeAction) { if (mSelectedNodes.Count > 0 && e.modifiers != EventModifiers.Control) { Vector2 mousePos = e.mousePosition; float deltaX = Mathf.Abs(mousePos.x - mMouseStartPos.x); float deltaY = Mathf.Abs(mousePos.y - mMouseStartPos.y); // Ignore mouse drags inside nodes lesser than the grid step. These would be rounded, // and make selecting a node slightly more difficult. if (deltaX >= GridRenderer.step.x || deltaY >= GridRenderer.step.y) { mCurMode = Mode.DragNode; } } } // Drag a node if (mCurMode == Mode.DragNode) { // 距离Node中心位置的移动距离 DragNodes(mSelectedNodes); } } return; } // 鼠标移出窗口 if (e.type == EventType.MouseLeaveWindow) { if (mPickingup) { mPickingup = false; } return; } // Zoom if (e.type == EventType.ScrollWheel) { if (e.modifiers == EventModifiers.Alt) { Vector2 delta = e.delta; float zoomDelta = -delta.y / 150.0f; zoomScale += zoomDelta; zoomScale = Mathf.Clamp(zoomScale, ZoomMin, ZoomMax); e.Use(); } return; } // 按键操作 if (e.type == EventType.KeyDown) { if (e.control) { // 复制 if (e.keyCode == KeyCode.C) { BTEditorManager.Copy(mSelectedNodes.ToArray()); return; } // 粘贴 if (e.keyCode == KeyCode.V) { Vector2 to = BTEditorManager.CopyFromPos; to.x += 100f; BTEditorManager.Paste(to); return; } } // 删除 if (e.keyCode == KeyCode.Delete) { BTEditorManager.Delete(mSelectedNodes.ToArray()); return; } } }
public void Paste(object userData) { MenuAction menuAction = userData as MenuAction; BTEditorManager.Paste(menuAction.position); }