public static void HandleSpriteSceneDrag(SceneView sceneView, IEvent evt, UnityEngine.Object[] objectReferences, string[] paths, SpriteUtility.ShowFileDialogDelegate saveFileDialog) { if (evt.type == EventType.DragUpdated || evt.type == EventType.DragPerform || evt.type == EventType.DragExited) { if (!objectReferences.Any((UnityEngine.Object obj) => obj == null)) { if (objectReferences.Length == 1 && objectReferences[0] as UnityEngine.Texture2D != null) { GameObject gameObject = HandleUtility.PickGameObject(evt.mousePosition, true); if (gameObject != null) { Renderer component = gameObject.GetComponent <Renderer>(); if (component != null && !(component is SpriteRenderer)) { SpriteUtility.CleanUp(true); return; } } } EventType type = evt.type; if (type != EventType.DragUpdated) { if (type != EventType.DragPerform) { if (type == EventType.DragExited) { if (SpriteUtility.s_SceneDragObjects != null) { SpriteUtility.CleanUp(true); evt.Use(); } } } else { List <Sprite> spriteFromPathsOrObjects = SpriteUtility.GetSpriteFromPathsOrObjects(objectReferences, paths, evt.type); if (spriteFromPathsOrObjects.Count > 0 && SpriteUtility.s_SceneDragObjects != null) { int currentGroup = Undo.GetCurrentGroup(); if (SpriteUtility.s_SceneDragObjects.Count == 0) { SpriteUtility.CreateSceneDragObjects(spriteFromPathsOrObjects); SpriteUtility.PositionSceneDragObjects(SpriteUtility.s_SceneDragObjects, sceneView, evt.mousePosition); } using (List <UnityEngine.Object> .Enumerator enumerator = SpriteUtility.s_SceneDragObjects.GetEnumerator()) { while (enumerator.MoveNext()) { GameObject gameObject2 = (GameObject)enumerator.Current; gameObject2.hideFlags = HideFlags.None; Undo.RegisterCreatedObjectUndo(gameObject2, "Create Sprite"); EditorUtility.SetDirty(gameObject2); } } bool flag = true; if (SpriteUtility.s_DragType == SpriteUtility.DragType.SpriteAnimation && spriteFromPathsOrObjects.Count > 1) { UsabilityAnalytics.Event("Sprite Drag and Drop", "Drop multiple sprites to scene", "null", 1); flag = SpriteUtility.AddAnimationToGO((GameObject)SpriteUtility.s_SceneDragObjects[0], spriteFromPathsOrObjects.ToArray(), saveFileDialog); } else { UsabilityAnalytics.Event("Sprite Drag and Drop", "Drop single sprite to scene", "null", 1); } if (flag) { Selection.objects = SpriteUtility.s_SceneDragObjects.ToArray(); } else { Undo.RevertAllDownToGroup(currentGroup); } SpriteUtility.CleanUp(!flag); evt.Use(); } } } else { SpriteUtility.DragType dragType = (!evt.alt) ? SpriteUtility.DragType.SpriteAnimation : SpriteUtility.DragType.CreateMultiple; if (SpriteUtility.s_DragType != dragType || SpriteUtility.s_SceneDragObjects == null) { if (!SpriteUtility.ExistingAssets(objectReferences) && SpriteUtility.PathsAreValidTextures(paths)) { DragAndDrop.visualMode = DragAndDropVisualMode.Copy; SpriteUtility.s_SceneDragObjects = new List <UnityEngine.Object>(); SpriteUtility.s_DragType = dragType; } else { List <Sprite> spriteFromPathsOrObjects2 = SpriteUtility.GetSpriteFromPathsOrObjects(objectReferences, paths, evt.type); if (spriteFromPathsOrObjects2.Count == 0) { return; } if (SpriteUtility.s_DragType != SpriteUtility.DragType.NotInitialized) { SpriteUtility.CleanUp(true); } SpriteUtility.s_DragType = dragType; SpriteUtility.CreateSceneDragObjects(spriteFromPathsOrObjects2); SpriteUtility.IgnoreForRaycasts(SpriteUtility.s_SceneDragObjects); } } SpriteUtility.PositionSceneDragObjects(SpriteUtility.s_SceneDragObjects, sceneView, evt.mousePosition); DragAndDrop.visualMode = DragAndDropVisualMode.Copy; evt.Use(); } } } }
internal void Show(UnityObject obj, Type[] requiredTypes, UnityObject objectBeingEdited, bool allowSceneObjects, List <int> allowedInstanceIDs = null, Action <UnityObject> onObjectSelectorClosed = null, Action <UnityObject> onObjectSelectedUpdated = null) { m_ObjectSelectorReceiver = null; m_AllowSceneObjects = allowSceneObjects; m_IsShowingAssets = true; m_SkipHiddenPackages = true; m_AllowedIDs = allowedInstanceIDs; m_ObjectBeingEdited = objectBeingEdited; m_LastSelectedInstanceId = obj?.GetInstanceID() ?? 0; m_OnObjectSelectorClosed = onObjectSelectorClosed; m_OnObjectSelectorUpdated = onObjectSelectedUpdated; // Do not allow to show scene objects if the object being edited is persistent if (m_ObjectBeingEdited != null && EditorUtility.IsPersistent(m_ObjectBeingEdited)) { m_AllowSceneObjects = false; } // Set which tab should be visible at startup if (m_AllowSceneObjects) { if (obj != null) { if (typeof(Component).IsAssignableFrom(obj.GetType())) { obj = ((Component)obj).gameObject; } // Set the right tab visible (so we can see our selection) m_IsShowingAssets = EditorUtility.IsPersistent(obj); } else { foreach (var requiredType in requiredTypes) { m_IsShowingAssets &= (requiredType != typeof(GameObject) && !typeof(Component).IsAssignableFrom(requiredType)); } } } else { m_IsShowingAssets = true; } // Set member variables m_DelegateView = GUIView.current; // type filter requires unqualified names for built-in types, but will prioritize them over user types, so ensure user types are namespace-qualified if (m_RequiredTypes == null) { m_RequiredTypes = new string[requiredTypes.Length]; } for (int i = 0; i < requiredTypes.Length; i++) { if (requiredTypes[i] != null) { m_RequiredTypes[i] = typeof(ScriptableObject).IsAssignableFrom(requiredTypes[i]) || typeof(MonoBehaviour).IsAssignableFrom(requiredTypes[i]) ? requiredTypes[i].FullName : requiredTypes[i].Name; } } m_SearchFilter = ""; m_OriginalSelection = obj; m_ModalUndoGroup = Undo.GetCurrentGroup(); // Show custom selector if available if (ObjectSelectorSearch.HasEngineOverride()) { m_SearchSessionHandler.BeginSession(() => { return(new SearchService.ObjectSelectorSearchContext { currentObject = obj, editedObjects = m_EditedProperty != null ? m_EditedProperty.serializedObject.targetObjects : new[] { objectBeingEdited }, requiredTypes = requiredTypes, requiredTypeNames = m_RequiredTypes, allowedInstanceIds = allowedInstanceIDs, visibleObjects = allowSceneObjects ? SearchService.VisibleObjects.All : SearchService.VisibleObjects.Assets, }); }); Action <UnityObject> onSelectionChanged = selectedObj => { m_LastSelectedInstanceId = selectedObj == null ? 0 : selectedObj.GetInstanceID(); NotifySelectionChanged(false); }; Action <UnityObject, bool> onSelectorClosed = (selectedObj, canceled) => { m_SearchSessionHandler.EndSession(); if (canceled) { // Undo changes we have done in the ObjectSelector Undo.RevertAllDownToGroup(m_ModalUndoGroup); m_LastSelectedInstanceId = 0; } else { m_LastSelectedInstanceId = selectedObj == null ? 0 : selectedObj.GetInstanceID(); NotifySelectionChanged(false); } m_EditedProperty = null; NotifySelectorClosed(false); }; if (m_SearchSessionHandler.SelectObject(onSelectorClosed, onSelectionChanged)) { return; } else { m_SearchSessionHandler.EndSession(); } } // Freeze to prevent flicker on OSX. // Screen will be updated again when calling // SetFreezeDisplay(false) further down. ContainerWindow.SetFreezeDisplay(true); ShowWithMode(ShowMode.AuxWindow); string text = "Select " + (requiredTypes[0] == null ? m_RequiredTypes[0] : requiredTypes[0].Name); for (int i = 1; i < requiredTypes.Length; i++) { text += (i == requiredTypes.Length - 1 ? " or " : ", ") + (requiredTypes[i] == null ? m_RequiredTypes[i] : requiredTypes[i].Name); } titleContent = EditorGUIUtility.TrTextContent(text); // Deal with window size Rect p = m_Parent == null ? new Rect(0, 0, 1, 1) : m_Parent.window.position; p.width = EditorPrefs.GetFloat("ObjectSelectorWidth", 200); p.height = EditorPrefs.GetFloat("ObjectSelectorHeight", 390); position = p; minSize = new Vector2(kMinWidth, kMinTopSize + kPreviewExpandedAreaHeight + 2 * kPreviewMargin); maxSize = new Vector2(10000, 10000); SetupPreview(); // Focus Focus(); ContainerWindow.SetFreezeDisplay(false); m_FocusSearchFilter = true; // Add after unfreezing display because AuxWindowManager.cpp assumes that aux windows are added after we get 'got/lost'- focus calls. if (m_Parent != null) { m_Parent.AddToAuxWindowList(); } // Initial selection int initialSelection = obj != null?obj.GetInstanceID() : 0; if (initialSelection != 0) { var assetPath = AssetDatabase.GetAssetPath(initialSelection); if (m_SkipHiddenPackages && !PackageManagerUtilityInternal.IsPathInVisiblePackage(assetPath)) { m_SkipHiddenPackages = false; } } if (m_RequiredTypes.All(t => ShouldTreeViewBeUsed(t))) { m_ObjectTreeWithSearch.Init(position, this, CreateAndSetTreeView, TreeViewSelection, ItemWasDoubleClicked, initialSelection, 0); } else { // To frame the selected item we need to wait to initialize the search until our window has been setup InitIfNeeded(); m_ListArea.InitSelection(new[] { initialSelection }); if (initialSelection != 0) { m_ListArea.Frame(initialSelection, true, false); } } }
internal void Show(UnityEngine.Object obj, Type requiredType, SerializedProperty property, bool allowSceneObjects, List <int> allowedInstanceIDs) { this.m_AllowSceneObjects = allowSceneObjects; this.m_IsShowingAssets = true; this.m_AllowedIDs = allowedInstanceIDs; string text = string.Empty; if (property != null) { text = property.objectReferenceTypeString; obj = property.objectReferenceValue; UnityEngine.Object targetObject = property.serializedObject.targetObject; if (targetObject != null && EditorUtility.IsPersistent(targetObject)) { this.m_AllowSceneObjects = false; } } else { if (requiredType != null) { text = requiredType.Name; } } if (this.m_AllowSceneObjects) { if (obj != null) { if (typeof(Component).IsAssignableFrom(obj.GetType())) { obj = ((Component)obj).gameObject; } this.m_IsShowingAssets = (EditorUtility.IsPersistent(obj) || ObjectSelector.GuessIfUserIsLookingForAnAsset(text, false)); } else { this.m_IsShowingAssets = ObjectSelector.GuessIfUserIsLookingForAnAsset(text, true); } } else { this.m_IsShowingAssets = true; } this.m_DelegateView = GUIView.current; this.m_RequiredType = text; this.m_SearchFilter = string.Empty; this.m_OriginalSelection = obj; this.m_ModalUndoGroup = Undo.GetCurrentGroup(); ContainerWindow.SetFreezeDisplay(true); base.ShowWithMode(ShowMode.AuxWindow); base.title = "Select " + text; Rect position = this.m_Parent.window.position; position.width = EditorPrefs.GetFloat("ObjectSelectorWidth", 200f); position.height = EditorPrefs.GetFloat("ObjectSelectorHeight", 390f); base.position = position; base.minSize = new Vector2(200f, 335f); base.maxSize = new Vector2(10000f, 10000f); this.SetupPreview(); base.Focus(); ContainerWindow.SetFreezeDisplay(false); this.m_FocusSearchFilter = true; this.m_Parent.AddToAuxWindowList(); int num = (!(obj != null)) ? 0 : obj.GetInstanceID(); if (property != null && property.hasMultipleDifferentValues) { num = 0; } if (ObjectSelector.ShouldTreeViewBeUsed(text)) { this.m_ObjectTreeWithSearch.Init(base.position, this, new UnityAction <ObjectTreeForSelector.TreeSelectorData>(this.CreateAndSetTreeView), new UnityAction <TreeViewItem>(this.TreeViewSelection), new UnityAction(this.ItemWasDoubleClicked), num, 0); } else { this.InitIfNeeded(); this.m_ListArea.InitSelection(new int[] { num }); if (num != 0) { this.m_ListArea.Frame(num, true, false); } } }
void HandleDragPerformEvent(Editor[] editors, Event evt, ref int targetIndex) { if (targetIndex != -1) { var draggingMode = DragAndDrop.GetGenericData(k_DraggingModeKey) as DraggingMode ? ; if (!draggingMode.HasValue || draggingMode.Value == DraggingMode.NotApplicable) { targetIndex = -1; return; } if (!editors[targetIndex].targets.All(t => t is Component)) { return; } var targetComponents = editors[targetIndex].targets.Cast <Component>().ToArray(); if (draggingMode.Value == DraggingMode.Script) { var scripts = DragAndDrop.objectReferences.Cast <MonoScript>(); // Ensure all script components can be added var valid = true; foreach (var targetComponent in targetComponents) { var gameObject = targetComponent.gameObject; if (scripts.Any(s => !ComponentUtility.WarnCanAddScriptComponent(gameObject, s))) { valid = false; break; } } if (valid) { Undo.IncrementCurrentGroup(); var undoGroup = Undo.GetCurrentGroup(); // Add script components var index = 0; var addedComponents = new Component[targetComponents.Length * scripts.Count()]; for (int i = 0; i < targetComponents.Length; i++) { var targetComponent = targetComponents[i]; var gameObject = targetComponent.gameObject; bool targetIsTransform = targetComponent is Transform; foreach (var script in scripts) { addedComponents[index++] = ObjectFactory.AddComponent(gameObject, script.GetClass()); } // If the target is a Transform, the AddComponent might have replaced it with a RectTransform. // Handle this possibility by updating the target component. if (targetIsTransform) { targetComponents[i] = gameObject.transform; } } // Move added components relative to target components if (!ComponentUtility.MoveComponentsRelativeToComponents(addedComponents, targetComponents, m_TargetAbove)) { // Ensure we have the same selection after calling RevertAllDownToGroup below (MoveComponentsRelativeToComponents can have opened a Prefab in Prefab Mode and changed selection to that root) var wantedSelectedGameObject = Selection.activeGameObject; // Revert added components if move operation fails (e.g. user has been shown the dialog with 'prefab instance restructuring is not posssible' or object is not editable) Undo.RevertAllDownToGroup(undoGroup); if (wantedSelectedGameObject != Selection.activeGameObject) { Selection.activeGameObject = wantedSelectedGameObject; } } } } else { // Handle dragging components var sourceComponents = DragAndDrop.objectReferences.Cast <Component>().ToArray(); if (sourceComponents.Length == 0 || targetComponents.Length == 0) { return; } MoveOrCopyComponents(sourceComponents, targetComponents, EditorUtility.EventHasDragCopyModifierPressed(evt), false); } targetIndex = -1; DragAndDrop.AcceptDrag(); evt.Use(); EditorGUIUtility.ExitGUI(); } }
internal void Show(UnityObject obj, Type requiredType, SerializedProperty property, bool allowSceneObjects, List <int> allowedInstanceIDs, Action <UnityObject> onObjectSelectorClosed, Action <UnityObject> onObjectSelectedUpdated) { m_ObjectSelectorReceiver = null; m_AllowSceneObjects = allowSceneObjects; m_IsShowingAssets = true; m_SkipHiddenPackages = true; m_AllowedIDs = allowedInstanceIDs; m_OnObjectSelectorClosed = onObjectSelectorClosed; m_OnObjectSelectorUpdated = onObjectSelectedUpdated; if (property != null) { if (requiredType == null) { ScriptAttributeUtility.GetFieldInfoFromProperty(property, out requiredType); // case 951876: built-in types do not actually have reflectable fields, so their object types must be extracted from the type string // this works because built-in types will only ever have serialized references to other built-in types, which this window's filter expects as unqualified names if (requiredType == null) { m_RequiredType = s_MatchPPtrTypeName.Match(property.type).Groups[1].Value; } } obj = property.objectReferenceValue; m_ObjectBeingEdited = property.serializedObject.targetObject; // Do not allow to show scene objects if the object being edited is persistent if (m_ObjectBeingEdited != null && EditorUtility.IsPersistent(m_ObjectBeingEdited)) { m_AllowSceneObjects = false; } } // Set which tab should be visible at startup if (m_AllowSceneObjects) { if (obj != null) { if (typeof(Component).IsAssignableFrom(obj.GetType())) { obj = ((Component)obj).gameObject; } // Set the right tab visible (so we can see our selection) m_IsShowingAssets = EditorUtility.IsPersistent(obj); } else { m_IsShowingAssets = (requiredType != typeof(GameObject) && !typeof(Component).IsAssignableFrom(requiredType)); } } else { m_IsShowingAssets = true; } // Set member variables m_DelegateView = GUIView.current; // type filter requires unqualified names for built-in types, but will prioritize them over user types, so ensure user types are namespace-qualified if (requiredType != null) { m_RequiredType = typeof(ScriptableObject).IsAssignableFrom(requiredType) || typeof(MonoBehaviour).IsAssignableFrom(requiredType) ? requiredType.FullName : requiredType.Name; } m_SearchFilter = ""; m_OriginalSelection = obj; m_ModalUndoGroup = Undo.GetCurrentGroup(); // Freeze to prevent flicker on OSX. // Screen will be updated again when calling // SetFreezeDisplay(false) further down. ContainerWindow.SetFreezeDisplay(true); ShowWithMode(ShowMode.AuxWindow); titleContent = EditorGUIUtility.TrTextContent("Select " + (requiredType == null ? m_RequiredType : requiredType.Name)); // Deal with window size Rect p = m_Parent == null ? new Rect(0, 0, 1, 1) : m_Parent.window.position; p.width = EditorPrefs.GetFloat("ObjectSelectorWidth", 200); p.height = EditorPrefs.GetFloat("ObjectSelectorHeight", 390); position = p; minSize = new Vector2(kMinWidth, kMinTopSize + kPreviewExpandedAreaHeight + 2 * kPreviewMargin); maxSize = new Vector2(10000, 10000); SetupPreview(); // Focus Focus(); ContainerWindow.SetFreezeDisplay(false); m_FocusSearchFilter = true; // Add after unfreezing display because AuxWindowManager.cpp assumes that aux windows are added after we get 'got/lost'- focus calls. if (m_Parent != null) { m_Parent.AddToAuxWindowList(); } // Initial selection int initialSelection = obj != null?obj.GetInstanceID() : 0; if (property != null && property.hasMultipleDifferentValues) { initialSelection = 0; // don't select anything on multi selection } if (initialSelection != 0) { var assetPath = AssetDatabase.GetAssetPath(initialSelection); if (m_SkipHiddenPackages && !PackageManagerUtilityInternal.IsPathInVisiblePackage(assetPath)) { m_SkipHiddenPackages = false; } } if (ShouldTreeViewBeUsed(m_RequiredType)) { m_ObjectTreeWithSearch.Init(position, this, CreateAndSetTreeView, TreeViewSelection, ItemWasDoubleClicked, initialSelection, 0); } else { // To frame the selected item we need to wait to initialize the search until our window has been setup InitIfNeeded(); m_ListArea.InitSelection(new[] { initialSelection }); if (initialSelection != 0) { m_ListArea.Frame(initialSelection, true, false); } } }
void HandleEditorDragging(Editor[] editors, int editorIndex, Rect targetRect, float markerY, bool bottomTarget) { var evt = Event.current; switch (evt.type) { case EventType.DragUpdated: if (targetRect.Contains(evt.mousePosition)) { var draggingMode = DragAndDrop.GetGenericData(k_DraggingModeKey) as DraggingMode ? ; if (!draggingMode.HasValue) { var draggedObjects = DragAndDrop.objectReferences; if (draggedObjects.Length == 0) { draggingMode = DraggingMode.NotApplicable; } else if (draggedObjects.All(o => o is Component && !(o is Transform))) { draggingMode = DraggingMode.Component; } else if (draggedObjects.All(o => o is MonoScript)) { draggingMode = DraggingMode.Script; } else { draggingMode = DraggingMode.NotApplicable; } DragAndDrop.SetGenericData(k_DraggingModeKey, draggingMode); } if (draggingMode.Value != DraggingMode.NotApplicable) { if (bottomTarget) { m_TargetAbove = false; m_TargetIndex = m_LastIndex; } else { m_TargetAbove = evt.mousePosition.y < targetRect.y + targetRect.height / 2f; m_TargetIndex = editorIndex; if (m_TargetAbove) { m_TargetIndex++; while (m_TargetIndex < editors.Length && m_InspectorWindow.ShouldCullEditor(editors, m_TargetIndex)) { m_TargetIndex++; } if (m_TargetIndex == editors.Length) { m_TargetIndex = -1; return; } } } if (m_TargetAbove && m_InspectorWindow.EditorHasLargeHeader(m_TargetIndex, editors)) { m_TargetIndex--; while (m_TargetIndex >= 0 && m_InspectorWindow.ShouldCullEditor(editors, m_TargetIndex)) { m_TargetIndex--; } if (m_TargetIndex == -1) { return; } m_TargetAbove = false; } if (draggingMode.Value == DraggingMode.Script) { // Validate dragging scripts // Always allow script dragging, instead fail during DragPerform with a dialog box DragAndDrop.visualMode = DragAndDropVisualMode.Link; } else { // Validate dragging components var valid = false; if (editors[m_TargetIndex].targets.All(t => t is Component)) { var targetComponents = editors[m_TargetIndex].targets.Cast <Component>().ToArray(); var sourceComponents = DragAndDrop.objectReferences.Cast <Component>().ToArray(); valid = MoveOrCopyComponents(sourceComponents, targetComponents, EditorUtility.EventHasDragCopyModifierPressed(evt), true); } if (valid) { DragAndDrop.visualMode = EditorUtility.EventHasDragCopyModifierPressed(evt) ? DragAndDropVisualMode.Copy : DragAndDropVisualMode.Move; } else { DragAndDrop.visualMode = DragAndDropVisualMode.None; m_TargetIndex = -1; return; } } evt.Use(); } } else { m_TargetIndex = -1; } break; case EventType.DragPerform: if (m_TargetIndex != -1) { var draggingMode = DragAndDrop.GetGenericData(k_DraggingModeKey) as DraggingMode ? ; if (!draggingMode.HasValue || draggingMode.Value == DraggingMode.NotApplicable) { m_TargetIndex = -1; return; } if (!editors[m_TargetIndex].targets.All(t => t is Component)) { return; } var targetComponents = editors[m_TargetIndex].targets.Cast <Component>().ToArray(); if (draggingMode.Value == DraggingMode.Script) { var scripts = DragAndDrop.objectReferences.Cast <MonoScript>(); // Ensure all script components can be added var valid = true; foreach (var targetComponent in targetComponents) { var gameObject = targetComponent.gameObject; if (scripts.Any(s => !ComponentUtility.WarnCanAddScriptComponent(targetComponent.gameObject, s))) { valid = false; break; } } if (valid) { Undo.IncrementCurrentGroup(); var undoGroup = Undo.GetCurrentGroup(); // Add script components var index = 0; var addedComponents = new Component[targetComponents.Length * scripts.Count()]; foreach (var targetComponent in targetComponents) { var gameObject = targetComponent.gameObject; foreach (var script in scripts) { addedComponents[index++] = ObjectFactory.AddComponent(gameObject, script.GetClass()); } } // Move added components relative to target components if (!ComponentUtility.MoveComponentsRelativeToComponents(addedComponents, targetComponents, m_TargetAbove)) { // Revert added components if move operation fails (e.g. user aborts when asked to break prefab instance) Undo.RevertAllDownToGroup(undoGroup); } } } else { // Handle dragging components var sourceComponents = DragAndDrop.objectReferences.Cast <Component>().ToArray(); if (sourceComponents.Length == 0 || targetComponents.Length == 0) { return; } MoveOrCopyComponents(sourceComponents, targetComponents, EditorUtility.EventHasDragCopyModifierPressed(evt), false); } m_TargetIndex = -1; DragAndDrop.AcceptDrag(); evt.Use(); EditorGUIUtility.ExitGUI(); } break; case EventType.DragExited: m_TargetIndex = -1; break; case EventType.Repaint: if (m_TargetIndex != -1 && targetRect.Contains(evt.mousePosition)) { var markerRect = new Rect(targetRect.x, markerY, targetRect.width, 3f); if (!m_TargetAbove) { markerRect.y += 2f; } Styles.insertionMarker.Draw(markerRect, false, false, false, false); } break; } }
public static void HandleSpriteSceneDrag(SceneView sceneView, IEvent evt, Object[] objectReferences, string[] paths, ShowFileDialogDelegate saveFileDialog) { if (evt.type != EventType.DragUpdated && evt.type != EventType.DragPerform && evt.type != EventType.DragExited) { return; } // Return if any of the dragged objects are null, e.g. a MonoBehaviour without a managed instance if (objectReferences.Any(obj => obj == null)) { return; } // Regardless of EditorBehaviorMode or SceneView mode we don't handle if texture is dragged over a GO with renderer if (objectReferences.Length == 1 && objectReferences[0] as UnityTexture2D != null) { GameObject go = HandleUtility.PickGameObject(evt.mousePosition, true); if (go != null) { var renderer = go.GetComponent <Renderer>(); if (renderer != null && !(renderer is SpriteRenderer)) { // There is an object where the cursor is // and we are dragging a texture. Most likely user wants to // assign texture to the GO // Case 730444: Proceed only if the go has a renderer CleanUp(true); return; } } } switch (evt.type) { case (EventType.DragUpdated): DragType newDragType = evt.alt ? DragType.CreateMultiple : DragType.SpriteAnimation; if (s_DragType != newDragType || s_SceneDragObjects == null) // Either this is first time we are here OR evt.alt changed during drag { if (!ExistingAssets(objectReferences) && PathsAreValidTextures(paths)) // External drag with images that are not in the project { DragAndDrop.visualMode = DragAndDropVisualMode.Copy; s_SceneDragObjects = new List <Object>(); s_DragType = newDragType; } else // Internal drag with assets from project { List <Sprite> assets = GetSpriteFromPathsOrObjects(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, sceneView); IgnoreForRaycasts(s_SceneDragObjects); } } PositionSceneDragObjects(s_SceneDragObjects, sceneView, evt.mousePosition); DragAndDrop.visualMode = DragAndDropVisualMode.Copy; evt.Use(); break; case (EventType.DragPerform): List <Sprite> sprites = GetSpriteFromPathsOrObjects(objectReferences, paths, evt.type); if (sprites.Count > 0 && s_SceneDragObjects != null) { // Store current undoIndex to undo all operations done if any part of sprite creation fails int undoIndex = Undo.GetCurrentGroup(); // 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(sprites, sceneView); PositionSceneDragObjects(s_SceneDragObjects, sceneView, evt.mousePosition); } foreach (GameObject dragGO in s_SceneDragObjects) { dragGO.hideFlags = HideFlags.None; // When in e.g Prefab Mode ensure to reparent dragged objects under the prefab root if (sceneView.customParentForDraggedObjects != null) { dragGO.transform.SetParent(sceneView.customParentForDraggedObjects, true); } Undo.RegisterCreatedObjectUndo(dragGO, "Create Sprite"); EditorUtility.SetDirty(dragGO); } bool createGameObject = true; if (s_DragType == DragType.SpriteAnimation && sprites.Count > 1) { createGameObject = AddAnimationToGO((GameObject)s_SceneDragObjects[0], sprites.ToArray(), saveFileDialog); } if (createGameObject) { Selection.objects = s_SceneDragObjects.ToArray(); } else { // Revert all Create Sprite actions if animation failed to be created or was cancelled Undo.RevertAllDownToGroup(undoIndex); } CleanUp(!createGameObject); evt.Use(); } break; case EventType.DragExited: if (s_SceneDragObjects != null) { CleanUp(true); evt.Use(); } break; } }
internal static void RemoveTerrainLayer(Terrain terrain, int index) { var terrainData = terrain.terrainData; int width = terrainData.alphamapWidth; int height = terrainData.alphamapHeight; float[,,] alphamap = terrainData.GetAlphamaps(0, 0, width, height); int alphaCount = alphamap.GetLength(2); int newAlphaCount = alphaCount - 1; float[,,] newalphamap = new float[height, width, newAlphaCount]; // move further alphamaps one index below for (int y = 0; y < height; ++y) { for (int x = 0; x < width; ++x) { for (int a = 0; a < index; ++a) { newalphamap[y, x, a] = alphamap[y, x, a]; } for (int a = index + 1; a < alphaCount; ++a) { newalphamap[y, x, a - 1] = alphamap[y, x, a]; } } } // normalize weights in new alpha map for (int y = 0; y < height; ++y) { for (int x = 0; x < width; ++x) { float sum = 0.0F; for (int a = 0; a < newAlphaCount; ++a) { sum += newalphamap[y, x, a]; } if (sum >= 0.01) { float multiplier = 1.0F / sum; for (int a = 0; a < newAlphaCount; ++a) { newalphamap[y, x, a] *= multiplier; } } else { // in case all weights sum to pretty much zero (e.g. // removing splat that had 100% weight), assign // everything to 1st splat texture (just like // initial terrain). for (int a = 0; a < newAlphaCount; ++a) { newalphamap[y, x, a] = (a == 0) ? 1.0f : 0.0f; } } } } // remove splat from terrain prototypes var layers = terrainData.terrainLayers; var newSplats = new TerrainLayer[layers.Length - 1]; for (int a = 0; a < index; ++a) { newSplats[a] = layers[a]; } for (int a = index + 1; a < alphaCount; ++a) { newSplats[a - 1] = layers[a]; } Undo.SetCurrentGroupName("Remove terrain layer"); terrainData.SetTerrainLayersRegisterUndo(newSplats, "Remove Layer"); var undoObjects = new List <UnityEngine.Object>(); undoObjects.AddRange(terrainData.alphamapTextures); Undo.RegisterCompleteObjectUndo(undoObjects.ToArray(), "Apply Modified Alphamaps"); Undo.CollapseUndoOperations(Undo.GetCurrentGroup()); // set new alphamaps terrainData.SetAlphamaps(0, 0, newalphamap); }
private void HandleEditorDragging(int editorIndex, Rect targetRect, float markerY, bool bottomTarget, ActiveEditorTracker tracker) { Event current = Event.current; EventType type = current.type; switch (type) { case EventType.Repaint: if (this.m_TargetIndex != -1 && targetRect.Contains(current.mousePosition)) { Rect position = new Rect(targetRect.x, markerY, targetRect.width, 3f); if (!this.m_TargetAbove) { position.y += 2f; } EditorDragging.Styles.insertionMarker.Draw(position, false, false, false, false); } return; case EventType.Layout: IL_26: if (type != EventType.DragExited) { return; } this.m_TargetIndex = -1; return; case EventType.DragUpdated: if (targetRect.Contains(current.mousePosition)) { EditorDragging.DraggingMode?draggingMode = DragAndDrop.GetGenericData("InspectorEditorDraggingMode") as EditorDragging.DraggingMode?; if (!draggingMode.HasValue) { UnityEngine.Object[] objectReferences = DragAndDrop.objectReferences; if (objectReferences.Length == 0) { draggingMode = new EditorDragging.DraggingMode?(EditorDragging.DraggingMode.NotApplicable); } else if (objectReferences.All((UnityEngine.Object o) => o is Component && !(o is Transform))) { draggingMode = new EditorDragging.DraggingMode?(EditorDragging.DraggingMode.Component); } else if (objectReferences.All((UnityEngine.Object o) => o is MonoScript)) { draggingMode = new EditorDragging.DraggingMode?(EditorDragging.DraggingMode.Script); } else { draggingMode = new EditorDragging.DraggingMode?(EditorDragging.DraggingMode.NotApplicable); } DragAndDrop.SetGenericData("InspectorEditorDraggingMode", draggingMode); } if (draggingMode.Value != EditorDragging.DraggingMode.NotApplicable) { Editor[] activeEditors = tracker.activeEditors; UnityEngine.Object[] objectReferences2 = DragAndDrop.objectReferences; if (bottomTarget) { this.m_TargetAbove = false; this.m_TargetIndex = this.m_LastIndex; } else { this.m_TargetAbove = (current.mousePosition.y < targetRect.y + targetRect.height / 2f); this.m_TargetIndex = editorIndex; if (this.m_TargetAbove) { this.m_TargetIndex++; while (this.m_TargetIndex < activeEditors.Length && this.m_InspectorWindow.ShouldCullEditor(activeEditors, this.m_TargetIndex)) { this.m_TargetIndex++; } if (this.m_TargetIndex == activeEditors.Length) { this.m_TargetIndex = -1; return; } } } if (this.m_TargetAbove && this.m_InspectorWindow.EditorHasLargeHeader(this.m_TargetIndex, activeEditors)) { this.m_TargetIndex--; while (this.m_TargetIndex >= 0 && this.m_InspectorWindow.ShouldCullEditor(activeEditors, this.m_TargetIndex)) { this.m_TargetIndex--; } if (this.m_TargetIndex == -1) { return; } this.m_TargetAbove = false; } if (draggingMode.Value == EditorDragging.DraggingMode.Script) { DragAndDrop.visualMode = DragAndDropVisualMode.Link; } else { bool flag = false; if (activeEditors[this.m_TargetIndex].targets.All((UnityEngine.Object t) => t is Component)) { Component[] targetComponents = activeEditors[this.m_TargetIndex].targets.Cast <Component>().ToArray <Component>(); Component[] sourceComponents = DragAndDrop.objectReferences.Cast <Component>().ToArray <Component>(); flag = this.MoveOrCopyComponents(sourceComponents, targetComponents, EditorUtility.EventHasDragCopyModifierPressed(current), true); } if (!flag) { DragAndDrop.visualMode = DragAndDropVisualMode.None; this.m_TargetIndex = -1; return; } DragAndDrop.visualMode = ((!EditorUtility.EventHasDragCopyModifierPressed(current)) ? DragAndDropVisualMode.Move : DragAndDropVisualMode.Copy); } current.Use(); } } else { this.m_TargetIndex = -1; } return; case EventType.DragPerform: if (this.m_TargetIndex != -1) { EditorDragging.DraggingMode?draggingMode2 = DragAndDrop.GetGenericData("InspectorEditorDraggingMode") as EditorDragging.DraggingMode?; if (!draggingMode2.HasValue || draggingMode2.Value == EditorDragging.DraggingMode.NotApplicable) { this.m_TargetIndex = -1; } else { Editor[] activeEditors2 = tracker.activeEditors; if (activeEditors2[this.m_TargetIndex].targets.All((UnityEngine.Object t) => t is Component)) { Component[] array = activeEditors2[this.m_TargetIndex].targets.Cast <Component>().ToArray <Component>(); if (draggingMode2.Value == EditorDragging.DraggingMode.Script) { IEnumerable <MonoScript> enumerable = DragAndDrop.objectReferences.Cast <MonoScript>(); bool flag2 = true; Component[] array2 = array; for (int i = 0; i < array2.Length; i++) { Component targetComponent = array2[i]; GameObject gameObject = targetComponent.gameObject; if (enumerable.Any((MonoScript s) => !ComponentUtility.WarnCanAddScriptComponent(targetComponent.gameObject, s))) { flag2 = false; break; } } if (flag2) { Undo.IncrementCurrentGroup(); int currentGroup = Undo.GetCurrentGroup(); int num = 0; Component[] array3 = new Component[array.Length * enumerable.Count <MonoScript>()]; Component[] array4 = array; for (int j = 0; j < array4.Length; j++) { Component component = array4[j]; GameObject gameObject2 = component.gameObject; foreach (MonoScript current2 in enumerable) { array3[num++] = Undo.AddComponent(gameObject2, current2.GetClass()); } } if (!ComponentUtility.MoveComponentsRelativeToComponents(array3, array, this.m_TargetAbove)) { Undo.RevertAllDownToGroup(currentGroup); } } } else { Component[] array5 = DragAndDrop.objectReferences.Cast <Component>().ToArray <Component>(); if (array5.Length == 0 || array.Length == 0) { return; } this.MoveOrCopyComponents(array5, array, EditorUtility.EventHasDragCopyModifierPressed(current), false); } this.m_TargetIndex = -1; DragAndDrop.AcceptDrag(); current.Use(); GUIUtility.ExitGUI(); } } } return; } goto IL_26; }
internal void Show(UnityEngine.Object obj, Type requiredType, SerializedProperty property, bool allowSceneObjects, List <int> allowedInstanceIDs, Action <UnityEngine.Object> onObjectSelectorClosed, Action <UnityEngine.Object> onObjectSelectedUpdated) { this.m_ObjectSelectorReceiver = null; this.m_AllowSceneObjects = allowSceneObjects; this.m_IsShowingAssets = true; this.m_AllowedIDs = allowedInstanceIDs; this.m_OnObjectSelectorClosed = onObjectSelectorClosed; this.m_OnObjectSelectorUpdated = onObjectSelectedUpdated; if (property != null) { if (requiredType == null) { ScriptAttributeUtility.GetFieldInfoFromProperty(property, out requiredType); if (requiredType == null) { this.m_RequiredType = this.s_MatchPPtrTypeName.Match(property.type).Groups[1].Value; } } obj = property.objectReferenceValue; this.m_ObjectBeingEdited = property.serializedObject.targetObject; if (this.m_ObjectBeingEdited != null && EditorUtility.IsPersistent(this.m_ObjectBeingEdited)) { this.m_AllowSceneObjects = false; } } if (this.m_AllowSceneObjects) { if (obj != null) { if (typeof(Component).IsAssignableFrom(obj.GetType())) { obj = ((Component)obj).gameObject; } this.m_IsShowingAssets = EditorUtility.IsPersistent(obj); } else { this.m_IsShowingAssets = (requiredType != typeof(GameObject) && !typeof(Component).IsAssignableFrom(requiredType)); } } else { this.m_IsShowingAssets = true; } this.m_DelegateView = GUIView.current; if (requiredType != null) { this.m_RequiredType = ((!typeof(ScriptableObject).IsAssignableFrom(requiredType) && !typeof(MonoBehaviour).IsAssignableFrom(requiredType)) ? requiredType.Name : requiredType.FullName); } this.m_SearchFilter = ""; this.m_OriginalSelection = obj; this.m_ModalUndoGroup = Undo.GetCurrentGroup(); ContainerWindow.SetFreezeDisplay(true); base.ShowWithMode(ShowMode.AuxWindow); base.titleContent = EditorGUIUtility.TrTextContent("Select " + ((requiredType != null) ? requiredType.Name : this.m_RequiredType), null, null); Rect position = this.m_Parent.window.position; position.width = EditorPrefs.GetFloat("ObjectSelectorWidth", 200f); position.height = EditorPrefs.GetFloat("ObjectSelectorHeight", 390f); base.position = position; base.minSize = new Vector2(200f, 335f); base.maxSize = new Vector2(10000f, 10000f); this.SetupPreview(); base.Focus(); ContainerWindow.SetFreezeDisplay(false); this.m_FocusSearchFilter = true; this.m_Parent.AddToAuxWindowList(); int num = (!(obj != null)) ? 0 : obj.GetInstanceID(); if (property != null && property.hasMultipleDifferentValues) { num = 0; } if (ObjectSelector.ShouldTreeViewBeUsed(requiredType)) { this.m_ObjectTreeWithSearch.Init(base.position, this, new UnityAction <ObjectTreeForSelector.TreeSelectorData>(this.CreateAndSetTreeView), new UnityAction <TreeViewItem>(this.TreeViewSelection), new UnityAction(this.ItemWasDoubleClicked), num, 0); } else { this.InitIfNeeded(); this.m_ListArea.InitSelection(new int[] { num }); if (num != 0) { this.m_ListArea.Frame(num, true, false); } } }