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CrowdControl/Assets/3rd/ThirteenPixels/Placr/Editor/Placr.cs

678 lines
22 KiB
C#

// Copyright © Sascha Graeff/13Pixels.
namespace ThirteenPixels.Placr
{
using UnityEngine;
using UnityEditor;
using UnityEditor.EditorTools;
using System.Collections.Generic;
using System.Linq;
/// <summary>
/// Placr increases your level design speed by letting you place objects quickly.
/// </summary>
// Enable the Placr Tool and select a Prefab or 3D model in your project view.
// Options are available in the scene view.
// Controls:
// * Left click to place the object.
// * Right click to de-select the object.
// * Hold Ctrl to rotate the object with your mouse.
// * Hold Shift to change the vertical offset. Right click while holding Shift to reset.
[EditorTool(nameof(Placr))]
internal class Placr : EditorTool
{
#region Operations
private abstract class PlacrOperationBase
{
public abstract bool isActive { get; }
public abstract void Update(Vector3 position, Quaternion rotation);
public abstract void Apply(PlacrModifierList modifiers);
public abstract void Abort();
}
private class PlaceNewPrefabInstancesOperation : PlacrOperationBase
{
private GameObject[] prefabs;
private GameObject selectedPrefab;
private Transform prototype;
public override bool isActive => prototype != null;
public PlaceNewPrefabInstancesOperation(GameObject[] prefabs)
{
this.prefabs = prefabs;
SelectRandomPrefab();
CreatePrototype();
}
private void SelectRandomPrefab()
{
selectedPrefab = prefabs[Random.Range(0, prefabs.Length)];
}
private void CreatePrototype()
{
var prototypeGameObject = Instantiate(selectedPrefab);
prototypeGameObject.hideFlags = HideFlags.HideAndDontSave;
var colliders = prototypeGameObject.GetComponentsInChildren<Collider>();
foreach (var collider in colliders)
{
DestroyImmediate(collider);
}
var scripts = prototypeGameObject.GetComponentsInChildren<MonoBehaviour>();
foreach (var script in scripts)
{
DestroyImmediate(script);
}
prototype = prototypeGameObject.transform;
}
public override void Update(Vector3 position, Quaternion rotation)
{
prototype.position = position;
prototype.rotation = rotation;
}
public override void Apply(PlacrModifierList modifiers)
{
var newInstance = (GameObject)PrefabUtility.InstantiatePrefab(selectedPrefab);
var newTransform = newInstance.transform;
if (Settings.Parent.parent)
{
newTransform.SetParent(Settings.Parent.parent);
}
newTransform.position = prototype.position;
newTransform.rotation = prototype.rotation;
modifiers.ApplyTo(newInstance);
Undo.RegisterCreatedObjectUndo(newInstance, "Placr Place Object");
if (prefabs.Length > 1)
{
var previousSelected = selectedPrefab;
SelectRandomPrefab();
if (selectedPrefab != previousSelected)
{
DestroyImmediate(prototype.gameObject);
CreatePrototype();
}
}
}
public override void Abort()
{
selectedPrefab = null;
prefabs = null;
if (prototype)
{
DestroyImmediate(prototype.gameObject);
}
}
}
private class MoveExistingGameObjectOperation : PlacrOperationBase
{
private Transform target;
private Vector3 originalPosition;
private Quaternion originalRotation;
private readonly List<Collider> temporarilyDisabledColliders = new List<Collider>();
public override bool isActive => target != null;
public MoveExistingGameObjectOperation(GameObject gameObject)
{
target = gameObject.transform;
originalPosition = target.position;
originalRotation = target.rotation;
DisableTargetColliders(gameObject);
}
private void DisableTargetColliders(GameObject gameObject)
{
var colliders = gameObject.GetComponentsInChildren<Collider>();
foreach (var collider in colliders)
{
if (collider.enabled)
{
collider.enabled = false;
temporarilyDisabledColliders.Add(collider);
}
}
}
public override void Update(Vector3 position, Quaternion rotation)
{
target.position = position;
target.rotation = rotation;
}
public override void Apply(PlacrModifierList modifiers)
{
foreach (var collider in temporarilyDisabledColliders)
{
var serializedObject = new SerializedObject(collider);
PrefabUtility.RevertPropertyOverride(serializedObject.FindProperty("m_Enabled"), InteractionMode.AutomatedAction);
serializedObject.ApplyModifiedPropertiesWithoutUndo();
if (!collider.enabled)
{
collider.enabled = true;
}
}
temporarilyDisabledColliders.Clear();
var newPosition = target.position;
var newRotation = target.rotation;
Update(originalPosition, originalRotation);
Undo.RecordObject(target, "Placr Move Object");
Update(newPosition, newRotation);
target = null;
}
public override void Abort()
{
Update(originalPosition, originalRotation);
target = null;
}
}
#endregion
private static class Settings
{
public static class Grid
{
public static bool isActive { get; private set; }
private static Vector3 offset;
private static Vector3 size = new Vector3(1, 0, 1);
public static Vector3 Align(Vector3 v)
{
v.x = RoundToNext(v.x, offset.x, size.x);
v.y = RoundToNext(v.y, offset.y, size.y);
v.z = RoundToNext(v.z, offset.z, size.z);
return v;
}
public static void DisplayOptionsGUI()
{
isActive = GUILayout.Toggle(isActive, new GUIContent("Grid"));
GUI.enabled = isActive;
GUILayout.BeginVertical(GUILayout.Width(150));
GUILayout.BeginHorizontal();
GUILayout.Label("Offset", GUILayout.Width(50));
offset = EditorGUILayout.Vector3Field(GUIContent.none, offset);
GUILayout.EndHorizontal();
GUILayout.BeginHorizontal();
GUILayout.Label("Size", GUILayout.Width(50));
size = EditorGUILayout.Vector3Field(GUIContent.none, size);
GUILayout.EndHorizontal();
GUILayout.EndVertical();
GUI.enabled = true;
}
}
public static class AngleSnap
{
private static float snapValue = 0f;
public static void DisplayOptionsGUI()
{
GUILayout.BeginHorizontal(GUILayout.Width(260));
GUILayout.Label("Angle Snap", GUILayout.Width(75));
snapValue = EditorGUILayout.FloatField(snapValue);
snapValue = Mathf.Clamp(snapValue, 0, 180);
void DisplayAngleSnapButton(float angle)
{
if (GUILayout.Button(angle + "", EditorStyles.miniButton))
{
snapValue = angle;
}
}
DisplayAngleSnapButton(0);
DisplayAngleSnapButton(15);
DisplayAngleSnapButton(45);
DisplayAngleSnapButton(90);
GUILayout.EndHorizontal();
}
public static float CalculateSnappedAngle(float unsnappedAngle)
{
if (snapValue > 0)
{
return Mathf.Round(unsnappedAngle / snapValue) * snapValue;
}
return unsnappedAngle;
}
}
// This setting was obsolete if Unity would let us use the default parent feature...
public static class Parent
{
public static Transform parent { get; private set; }
public static void DisplayOptionsGUI()
{
parent = (Transform)EditorGUILayout.ObjectField(new GUIContent("New Instance Parent"), parent, typeof(Transform), true);
if (parent && IsPrefab(parent.gameObject))
{
parent = null;
}
}
}
}
private static class LastHit
{
public static Vector3 position { get; private set; }
public static Vector3 normal { get; private set; }
public static float distance { get; private set; }
public static void Update(Vector3 position, Vector3 normal, float distance)
{
LastHit.position = position;
LastHit.normal = normal;
LastHit.distance = distance;
}
}
private static class RaycastModes
{
private static readonly string[] titles = { "Ground Raycast", "Surface Raycast", "Fixed Ground Plane" };
public const int SURFACE_RAYCAST = 1;
public const int FIXED_GROUND_PLANE = 2;
public static int activeMode { get; private set; } = 0;
public static void DisplayToolbar()
{
activeMode = GUILayout.Toolbar(activeMode, titles);
}
}
private const float windowWidth = 380f;
private PlacrOperationBase currentOperation;
private bool isRunningOperation => currentOperation != null;
private static float verticalOffset = 0f;
private static float unsnappedYaw = 0f;
private static float yaw = 0f;
// Variables for proper right-click-to-exit detection
private bool exiting;
private Vector2 exitClickPosition;
[SerializeField, HideInInspector]
private PlacrModifierList modifierList = default;
private bool displayModifiers = false;
[SerializeField]
private Texture2D toolIcon;
public GUIContent _toolbarIconContent;
public override GUIContent toolbarIcon => _toolbarIconContent;
internal static Placr instance { get; private set; }
public static bool isActive => instance != null;
private void OnEnable()
{
_toolbarIconContent = new GUIContent()
{
image = toolIcon,
text = " " + nameof(Placr),
tooltip = nameof(Placr)
};
#if !UNITY_2020_2_OR_NEWER
instance = this;
OnToolActivated();
#endif
}
#if UNITY_2020_2_OR_NEWER
public override void OnActivated()
{
OnToolActivated();
}
public override void OnWillBeDeactivated()
{
OnToolDeactivated();
}
#else
private static bool placrIsActive = false;
[InitializeOnLoadMethod]
private static void Intialize()
{
EditorTools.activeToolChanged += OnActiveToolChanged;
}
private static void OnActiveToolChanged()
{
if (EditorTools.IsActiveTool(instance))
{
if (!placrIsActive)
{
instance.OnToolActivated();
placrIsActive = true;
}
}
else
{
if (placrIsActive)
{
instance.OnToolDeactivated();
placrIsActive = false;
}
}
}
#endif
private void OnToolActivated()
{
Selection.selectionChanged += OnSelectionChange;
EditorApplication.update += RepaintSceneViews;
ResetVerticalOffset();
ResetAngle();
modifierList = CreateInstance<PlacrModifierList>();
OnSelectionChange();
instance = this;
}
private void OnToolDeactivated()
{
Selection.selectionChanged -= OnSelectionChange;
EditorApplication.update -= RepaintSceneViews;
AbortCurrentOperation();
DestroyImmediate(modifierList);
instance = null;
}
private void RepaintSceneViews()
{
if (isRunningOperation)
{
SceneView.RepaintAll();
}
}
public override void OnToolGUI(EditorWindow window)
{
#if !UNITY_2021_2_OR_NEWER
Handles.BeginGUI();
GUILayout.Window(0, new Rect(10, 30, windowWidth, 0), id => OnGUI(), toolbarIcon);
if (displayModifiers)
{
GUILayout.Window(1, new Rect(10, 200, windowWidth, 0), id => modifierList.Display(), new GUIContent("Modifiers"));
}
Handles.EndGUI();
#endif
if (isRunningOperation)
{
PerformPlacrLogic(SceneView.currentDrawingSceneView);
}
}
#if UNITY_2021_2_OR_NEWER
public void DrawOverlayGUI()
{
GUILayout.BeginVertical(GUILayout.Width(windowWidth));
GUILayout.Space(8);
DrawWindow(0, id => OnGUI(), toolbarIcon);
if (displayModifiers)
{
GUILayout.Space(8);
DrawWindow(1, id => modifierList.Display(), new GUIContent("Modifiers"));
}
GUILayout.FlexibleSpace();
GUILayout.EndVertical();
}
private static void DrawWindow(int id, GUI.WindowFunction func, GUIContent title)
{
GUILayout.BeginVertical(title, GUI.skin.GetStyle("Window"));
func(id);
GUILayout.EndVertical();
}
#endif
/// <summary>
/// Renders the in-SceneView GUI.
/// </summary>
private void OnGUI()
{
RaycastModes.DisplayToolbar();
GUILayout.BeginHorizontal();
GUILayout.BeginVertical();
Settings.Grid.DisplayOptionsGUI();
Settings.AngleSnap.DisplayOptionsGUI();
GUILayout.EndVertical();
GUILayout.BeginVertical();
DisplayPickUpButton();
DisplayModifierButton();
GUILayout.EndVertical();
GUILayout.EndHorizontal();
Settings.Parent.DisplayOptionsGUI();
}
private void DisplayPickUpButton()
{
GUI.enabled = !isRunningOperation &&
Selection.activeGameObject &&
!IsPrefab(Selection.activeGameObject);
if (GUILayout.Button("Pick up", GUILayout.Height(58)))
{
StartOperation(new MoveExistingGameObjectOperation(Selection.activeGameObject));
}
GUI.enabled = true;
}
private void DisplayModifierButton()
{
if (modifierList == null)
{
modifierList = CreateInstance<PlacrModifierList>();
}
var activeModifierCount = modifierList.activeModifierCount;
var label = $"{modifierList.activeModifierCount} modifier{(modifierList.activeModifierCount == 1 ? "" : "s")}";
if (GUILayout.Button(label))
{
displayModifiers = !displayModifiers;
}
}
/// <summary>
/// Performs the Placr logic as described in the class summary.
/// </summary>
private void PerformPlacrLogic(SceneView sceneView)
{
HandleUtility.AddDefaultControl(GUIUtility.GetControlID(FocusType.Passive));
var e = Event.current;
if (!e.control && !e.shift)
{
EditorGUIUtility.AddCursorRect(sceneView.position, MouseCursor.MoveArrow);
var ray = HandleUtility.GUIPointToWorldRay(e.mousePosition);
if (RaycastModes.activeMode == RaycastModes.FIXED_GROUND_PLANE)
{
var plane = new Plane(Vector3.up, Vector3.zero);
if (plane.Raycast(ray, out var distance))
{
LastHit.Update(ray.GetPoint(distance), Vector3.up, distance);
}
}
else
{
RaycastHit hit;
if (Physics.Raycast(ray, out hit))
{
var normal = RaycastModes.activeMode == RaycastModes.SURFACE_RAYCAST ? hit.normal : Vector3.up;
LastHit.Update(hit.point, normal, hit.distance);
}
}
}
else if (e.control)
{
EditorGUIUtility.AddCursorRect(sceneView.position, MouseCursor.RotateArrow);
unsnappedYaw -= e.delta.x;
unsnappedYaw = Mathf.Repeat(unsnappedYaw, 360f);
yaw = Settings.AngleSnap.CalculateSnappedAngle(unsnappedYaw);
}
else if (e.shift && e.button != 1)
{
EditorGUIUtility.AddCursorRect(sceneView.position, MouseCursor.ResizeVertical);
verticalOffset += e.delta.y * -0.001f * LastHit.distance;
}
var newPosition = LastHit.position + Vector3.up * verticalOffset;
if (Settings.Grid.isActive)
{
newPosition = Settings.Grid.Align(newPosition);
}
var newRotation = Quaternion.AngleAxis(yaw, LastHit.normal) * Quaternion.FromToRotation(Vector3.up, LastHit.normal);
currentOperation.Update(newPosition, newRotation);
CheckMouseClicks();
}
private static float RoundToNext(float value, float offset, float scale)
{
if (scale <= 0) return value;
value -= offset;
value /= scale;
value = Mathf.Round(value);
return value * scale + offset;
}
/// <summary>
/// Check if the left or right mouse button has been clicked.
/// Place object or de-select asset accordingly.
/// </summary>
private void CheckMouseClicks()
{
var e = Event.current;
if (e.type == EventType.MouseDown && !e.alt)
{
if (e.button == 0)
{
currentOperation.Apply(modifierList);
if (!currentOperation.isActive)
{
currentOperation = null;
}
}
else if (e.button == 1)
{
if (e.shift)
{
ResetVerticalOffset();
}
else
{
exiting = true;
exitClickPosition = e.mousePosition;
}
}
}
if (exiting)
{
var dist = Vector2.Distance(e.mousePosition, exitClickPosition);
if (dist >= 5)
{
exiting = false;
}
else if (e.type == EventType.MouseUp && e.button == 1)
{
AbortCurrentOperation();
Selection.activeGameObject = null;
}
}
}
private void StartOperation(PlacrOperationBase operation)
{
AbortCurrentOperation();
currentOperation = operation;
}
private void AbortCurrentOperation()
{
if (currentOperation != null)
{
currentOperation.Abort();
currentOperation = null;
}
}
private void OnSelectionChange()
{
AbortCurrentOperation();
ResetVerticalOffset();
var selection = Selection.gameObjects;
if (selection.Length > 0)
{
var selectionIsAllPrefabs = selection.All(go => IsPrefab(go));
if (selectionIsAllPrefabs)
{
StartOperation(new PlaceNewPrefabInstancesOperation(selection.ToArray()));
}
}
}
private static bool IsPrefab(GameObject gameObject)
{
return gameObject && gameObject.scene.path == null;
}
private void ResetVerticalOffset()
{
verticalOffset = 0f;
}
private void ResetAngle()
{
unsnappedYaw = 0f;
yaw = 0f;
}
}
}