Boat Attack使用了Universal RP的许多新图形功能,可以用于探索 Universal RP 的使用方式和技巧。
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using System;
using UnityEngine;
using UnityEditor.Experimental.GraphView;
using UnityEngine.UIElements;
using UnityEngine.UIElements.StyleSheets;
namespace UnityEditor.ShaderGraph.Drawing
{
class WindowDraggable : MouseManipulator
{
bool m_Active;
WindowDockingLayout m_WindowDockingLayout;
Vector2 m_LocalMosueOffset;
VisualElement m_Handle;
GraphView m_GraphView;
public Action OnDragFinished;
public WindowDraggable(VisualElement handle = null, VisualElement container = null)
{
m_Handle = handle;
m_Active = false;
m_WindowDockingLayout = new WindowDockingLayout();
if (container != null)
container.RegisterCallback<GeometryChangedEvent>(OnParentGeometryChanged);
}
protected override void RegisterCallbacksOnTarget()
{
if (m_Handle == null)
m_Handle = target;
m_Handle.RegisterCallback(new EventCallback<MouseDownEvent>(OnMouseDown), TrickleDownEnum.NoTrickleDown);
m_Handle.RegisterCallback(new EventCallback<MouseMoveEvent>(OnMouseMove), TrickleDownEnum.NoTrickleDown);
m_Handle.RegisterCallback(new EventCallback<MouseUpEvent>(OnMouseUp), TrickleDownEnum.NoTrickleDown);
target.RegisterCallback<GeometryChangedEvent>(OnGeometryChanged);
}
protected override void UnregisterCallbacksFromTarget()
{
m_Handle.UnregisterCallback(new EventCallback<MouseDownEvent>(OnMouseDown), TrickleDownEnum.NoTrickleDown);
m_Handle.UnregisterCallback(new EventCallback<MouseMoveEvent>(OnMouseMove), TrickleDownEnum.NoTrickleDown);
m_Handle.UnregisterCallback(new EventCallback<MouseUpEvent>(OnMouseUp), TrickleDownEnum.NoTrickleDown);
target.UnregisterCallback<GeometryChangedEvent>(OnGeometryChanged);
if (m_GraphView != null)
m_GraphView.UnregisterCallback<GeometryChangedEvent>(OnGeometryChanged);
}
void OnMouseDown(MouseDownEvent evt)
{
m_Active = true;
VisualElement parent = target.parent;
while (parent != null && !(parent is GraphView))
parent = parent.parent;
m_GraphView = parent as GraphView;
if (m_GraphView != null)
m_GraphView.RegisterCallback<GeometryChangedEvent>(OnGeometryChanged);
// m_LocalMouseOffset is offset from the target element's (0, 0) to the
// to the mouse position.
m_LocalMosueOffset = m_Handle.WorldToLocal(evt.mousePosition);
m_Handle.CaptureMouse();
evt.StopImmediatePropagation();
}
void OnMouseMove(MouseMoveEvent evt)
{
if (m_Active)
{
// The mouse position of is corrected according to the offset within the target
// element (m_LocalWorldOffset) to set the position relative to the mouse position
// when the dragging started.
Vector2 position = target.parent.WorldToLocal(evt.mousePosition) - m_LocalMosueOffset;
// Make sure that the object remains in the parent window
position.x = Mathf.Clamp(position.x, 0f, target.parent.layout.width - target.layout.width);
position.y = Mathf.Clamp(position.y, 0f, target.parent.layout.height - target.layout.height);
// While moving, use only the left and top position properties,
// while keeping the others NaN to not affect layout.
target.style.left = position.x;
target.style.top = position.y;
target.style.right = float.NaN;
target.style.bottom = float.NaN;
}
}
void OnMouseUp(MouseUpEvent evt)
{
bool emitDragFinishedEvent = m_Active;
m_Active = false;
if (m_Handle.HasMouseCapture())
{
m_Handle.ReleaseMouse();
}
evt.StopImmediatePropagation();
// Recalculate which corner to dock to
m_WindowDockingLayout.CalculateDockingCornerAndOffset(target.layout, target.parent.layout);
m_WindowDockingLayout.ClampToParentWindow();
// Use the docking results to figure which of left/right and top/bottom needs to be set.
m_WindowDockingLayout.ApplyPosition(target);
// Signal that the dragging has finished.
if (emitDragFinishedEvent && OnDragFinished != null)
OnDragFinished();
}
void OnGeometryChanged(GeometryChangedEvent geometryChangedEvent)
{
// Make the target clamp to the border of the window if the
// parent window becomes too small to contain it.
if (target.parent.layout.width < target.layout.width)
{
if (m_WindowDockingLayout.dockingLeft)
{
target.style.left = 0f;
target.style.right = float.NaN;
}
else
{
target.style.left = float.NaN;
target.style.right = 0f;
}
}
if (target.parent.layout.height < target.layout.height)
{
if (m_WindowDockingLayout.dockingTop)
{
target.style.top = 0f;
target.style.bottom = float.NaN;
}
else
{
target.style.top = float.NaN;
target.style.bottom = 0f;
}
}
}
void OnParentGeometryChanged(GeometryChangedEvent geometryChangedEvent)
{
// Check if the parent window can no longer contain the target window.
// If the window is out of bounds, make one edge clamp to the border of the
// parent window.
if (target.layout.xMin < 0f)
{
target.style.left = 0f;
target.style.right = float.NaN;
}
if (target.layout.xMax > geometryChangedEvent.newRect.width)
{
target.style.left = float.NaN;
target.style.right = 0f;
}
if (target.layout.yMax > geometryChangedEvent.newRect.height)
{
target.style.top = float.NaN;
target.style.bottom = 0f;
}
if (target.layout.yMin < 0f)
{
target.style.top = 0f;
target.style.bottom = float.NaN;
}
}
}
}