444 lines
16 KiB
C#
444 lines
16 KiB
C#
|
///Original Credit Korindian
|
|||
|
///Sourced from - http://forum.unity3d.com/threads/rts-style-drag-selection-box.265739/
|
|||
|
///Updated Credit BenZed
|
|||
|
///Sourced from - http://forum.unity3d.com/threads/color-picker.267043/
|
|||
|
|
|||
|
/*
|
|||
|
* What the SelectionBox component does is allow the game player to select objects using an RTS style click and drag interface:
|
|||
|
*
|
|||
|
* We want to be able to select Game Objects of any type,
|
|||
|
* We want to be able to drag select a group of game objects to select them,
|
|||
|
* We want to be able to hold the shift key and drag select a group of game objects to add them to the current selection,
|
|||
|
* We want to be able to single click a game object to select it,
|
|||
|
* We want to be able to hold the shift key and single click a game object to add it to the current selection,
|
|||
|
* We want to be able to hold the shift key and single click an already selected game object to remove it from the current selection.
|
|||
|
*
|
|||
|
* Most importantly, we want this behaviour to work with UI, 2D or 3D gameObjects, so it has to be smart about considering their respective screen spaces.
|
|||
|
*
|
|||
|
* Add this component to a Gameobject with a Canvas with RenderMode.ScreenSpaceOverlay
|
|||
|
* And implement the IBoxSelectable interface on any MonoBehaviour to make it selectable.
|
|||
|
*
|
|||
|
* Improvements that could be made:
|
|||
|
*
|
|||
|
* Control clicking a game object to select all objects of that type or tag.
|
|||
|
* Compatibility with Canvas Scaling
|
|||
|
* Filtering single click selections of objects occupying the same space. (So that, for example, you're only click selecting the game object found closest to the camera)
|
|||
|
*
|
|||
|
*/
|
|||
|
|
|||
|
using UnityEngine;
|
|||
|
using UnityEngine.Events;
|
|||
|
using UnityEngine.UI;
|
|||
|
using System.Collections.Generic;
|
|||
|
|
|||
|
|
|||
|
namespace UnityEngine.UI.Extensions {
|
|||
|
|
|||
|
|
|||
|
[RequireComponent(typeof(Canvas))]
|
|||
|
public class SelectionBox : MonoBehaviour
|
|||
|
{
|
|||
|
|
|||
|
// The color of the selection box.
|
|||
|
public Color color;
|
|||
|
|
|||
|
// An optional parameter, but you can add a sprite to the selection box to give it a border or a stylized look.
|
|||
|
// It's suggested you use a monochrome sprite so that the selection
|
|||
|
// Box color is still relevent.
|
|||
|
public Sprite art;
|
|||
|
|
|||
|
// Will store the location of wherever we first click before dragging.
|
|||
|
private Vector2 origin;
|
|||
|
|
|||
|
// A rectTransform set by the User that can limit which part of the screen is eligable for drag selection
|
|||
|
public RectTransform selectionMask;
|
|||
|
|
|||
|
//Stores the rectTransform connected to the generated gameObject being used for the selection box visuals
|
|||
|
private RectTransform boxRect;
|
|||
|
|
|||
|
// Stores all of the selectable game objects
|
|||
|
private IBoxSelectable[] selectables;
|
|||
|
|
|||
|
// A secondary storage of objects that the user can manually set.
|
|||
|
private MonoBehaviour[] selectableGroup;
|
|||
|
|
|||
|
//Stores the selectable that was touched when the mouse button was pressed down
|
|||
|
private IBoxSelectable clickedBeforeDrag;
|
|||
|
|
|||
|
//Stores the selectable that was touched when the mouse button was released
|
|||
|
private IBoxSelectable clickedAfterDrag;
|
|||
|
|
|||
|
//Custom UnityEvent so we can add Listeners to this instance when Selections are changed.
|
|||
|
public class SelectionEvent : UnityEvent<IBoxSelectable[]> {}
|
|||
|
public SelectionEvent onSelectionChange = new SelectionEvent();
|
|||
|
|
|||
|
//Ensures that the canvas that this component is attached to is set to the correct render mode. If not, it will not render the selection box properly.
|
|||
|
void ValidateCanvas(){
|
|||
|
var canvas = gameObject.GetComponent<Canvas>();
|
|||
|
|
|||
|
if (canvas.renderMode != RenderMode.ScreenSpaceOverlay) {
|
|||
|
throw new System.Exception("SelectionBox component must be placed on a canvas in Screen Space Overlay mode.");
|
|||
|
}
|
|||
|
|
|||
|
var canvasScaler = gameObject.GetComponent<CanvasScaler>();
|
|||
|
|
|||
|
if (canvasScaler && canvasScaler.enabled && (!Mathf.Approximately(canvasScaler.scaleFactor, 1f) || canvasScaler.uiScaleMode != CanvasScaler.ScaleMode.ConstantPixelSize)) {
|
|||
|
Destroy(canvasScaler);
|
|||
|
Debug.LogWarning("SelectionBox component is on a gameObject with a Canvas Scaler component. As of now, Canvas Scalers without the default settings throw off the coordinates of the selection box. Canvas Scaler has been removed.");
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/*
|
|||
|
* The user can manually set a group of objects with monoBehaviours to be the pool of objects considered to be selectable. The benefits of this are two fold:
|
|||
|
*
|
|||
|
* 1) The default behaviour is to check every game object in the scene, which is much slower.
|
|||
|
* 2) The user can filter which objects should be selectable, for example units versus menu selections
|
|||
|
*
|
|||
|
*/
|
|||
|
void SetSelectableGroup(IEnumerable<MonoBehaviour> behaviourCollection) {
|
|||
|
|
|||
|
// If null, the selectionbox reverts to it's default behaviour
|
|||
|
if (behaviourCollection == null) {
|
|||
|
selectableGroup = null;
|
|||
|
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
//Runs a double check to ensure each of the objects in the collection can be selectable, and doesn't include them if not.
|
|||
|
var behaviourList = new List<MonoBehaviour>();
|
|||
|
|
|||
|
foreach(var behaviour in behaviourCollection) {
|
|||
|
if (behaviour as IBoxSelectable != null) {
|
|||
|
behaviourList.Add (behaviour);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
selectableGroup = behaviourList.ToArray();
|
|||
|
}
|
|||
|
|
|||
|
void CreateBoxRect(){
|
|||
|
var selectionBoxGO = new GameObject();
|
|||
|
|
|||
|
selectionBoxGO.name = "Selection Box";
|
|||
|
selectionBoxGO.transform.parent = transform;
|
|||
|
selectionBoxGO.AddComponent<Image>();
|
|||
|
|
|||
|
boxRect = selectionBoxGO.transform as RectTransform;
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
//Set all of the relevant rectTransform properties to zero,
|
|||
|
//finally deactivates the boxRect gameobject since it doesn't
|
|||
|
//need to be enabled when not in a selection action.
|
|||
|
void ResetBoxRect(){
|
|||
|
|
|||
|
//Update the art and color on the off chance they've changed
|
|||
|
Image image = boxRect.GetComponent<Image>();
|
|||
|
image.color = color;
|
|||
|
image.sprite = art;
|
|||
|
|
|||
|
origin = Vector2.zero;
|
|||
|
|
|||
|
boxRect.anchoredPosition = Vector2.zero;
|
|||
|
boxRect.sizeDelta = Vector2.zero;
|
|||
|
boxRect.anchorMax = Vector2.zero;
|
|||
|
boxRect.anchorMin = Vector2.zero;
|
|||
|
boxRect.pivot = Vector2.zero;
|
|||
|
boxRect.gameObject.SetActive(false);
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
void BeginSelection(){
|
|||
|
// Click somewhere in the Game View.
|
|||
|
if (!Input.GetMouseButtonDown(0))
|
|||
|
return;
|
|||
|
|
|||
|
//The boxRect will be inactive up until the point we start selecting
|
|||
|
boxRect.gameObject.SetActive(true);
|
|||
|
|
|||
|
// Get the initial click position of the mouse.
|
|||
|
origin = new Vector2(Input.mousePosition.x, Input.mousePosition.y);
|
|||
|
|
|||
|
//If the initial click point is not inside the selection mask, we abort the selection
|
|||
|
if (!PointIsValidAgainstSelectionMask(origin)) {
|
|||
|
ResetBoxRect();
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
// The anchor is set to the same place.
|
|||
|
boxRect.anchoredPosition = origin;
|
|||
|
|
|||
|
MonoBehaviour[] behavioursToGetSelectionsFrom;
|
|||
|
|
|||
|
// If we do not have a group of selectables already set, we'll just loop through every object that's a monobehaviour, and look for selectable interfaces in them
|
|||
|
if (selectableGroup == null) {
|
|||
|
behavioursToGetSelectionsFrom = GameObject.FindObjectsOfType<MonoBehaviour>();
|
|||
|
} else {
|
|||
|
behavioursToGetSelectionsFrom = selectableGroup;
|
|||
|
}
|
|||
|
|
|||
|
//Temporary list to store the found selectables before converting to the main selectables array
|
|||
|
List<IBoxSelectable> selectableList = new List<IBoxSelectable>();
|
|||
|
|
|||
|
foreach (MonoBehaviour behaviour in behavioursToGetSelectionsFrom) {
|
|||
|
|
|||
|
//If the behaviour implements the selectable interface, we add it to the selectable list
|
|||
|
IBoxSelectable selectable = behaviour as IBoxSelectable;
|
|||
|
if (selectable != null) {
|
|||
|
selectableList.Add (selectable);
|
|||
|
|
|||
|
//We're using left shift to act as the "Add To Selection" command. So if left shift isn't pressed, we want everything to begin deselected
|
|||
|
if (!Input.GetKey (KeyCode.LeftShift)) {
|
|||
|
selectable.selected = false;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
}
|
|||
|
selectables = selectableList.ToArray();
|
|||
|
|
|||
|
//For single-click actions, we need to get the selectable that was clicked when selection began (if any)
|
|||
|
clickedBeforeDrag = GetSelectableAtMousePosition();
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
bool PointIsValidAgainstSelectionMask(Vector2 screenPoint){
|
|||
|
//If there is no seleciton mask, any point is valid
|
|||
|
if (!selectionMask) {
|
|||
|
return true;
|
|||
|
}
|
|||
|
|
|||
|
Camera screenPointCamera = GetScreenPointCamera(selectionMask);
|
|||
|
|
|||
|
return RectTransformUtility.RectangleContainsScreenPoint(selectionMask, screenPoint, screenPointCamera);
|
|||
|
}
|
|||
|
|
|||
|
IBoxSelectable GetSelectableAtMousePosition() {
|
|||
|
//Firstly, we cannot click on something that is not inside the selection mask (if we have one)
|
|||
|
if (!PointIsValidAgainstSelectionMask(Input.mousePosition)) {
|
|||
|
return null;
|
|||
|
}
|
|||
|
|
|||
|
//This gets a bit tricky, because we have to make considerations depending on the heirarchy of the selectable's gameObject
|
|||
|
foreach (var selectable in selectables) {
|
|||
|
|
|||
|
//First we check to see if the selectable has a rectTransform
|
|||
|
var rectTransform = (selectable.transform as RectTransform);
|
|||
|
|
|||
|
if (rectTransform) {
|
|||
|
//Because if it does, the camera we use to calulate it's screen point will vary
|
|||
|
var screenCamera = GetScreenPointCamera(rectTransform);
|
|||
|
|
|||
|
//Once we've found the rendering camera, we check if the selectables rectTransform contains the click. That way we
|
|||
|
//Can click anywhere on a rectTransform to select it.
|
|||
|
if (RectTransformUtility.RectangleContainsScreenPoint(rectTransform, Input.mousePosition, screenCamera)) {
|
|||
|
|
|||
|
//And if it does, we select it and send it back
|
|||
|
return selectable;
|
|||
|
}
|
|||
|
} else {
|
|||
|
//If it doesn't have a rectTransform, we need to get the radius so we can use it as an area around the center to detect a click.
|
|||
|
//This works because a 2D or 3D renderer will both return a radius
|
|||
|
var radius = selectable.transform.renderer.bounds.extents.magnitude;
|
|||
|
|
|||
|
var selectableScreenPoint = GetScreenPointOfSelectable(selectable);
|
|||
|
|
|||
|
//Check that the click fits within the screen-radius of the selectable
|
|||
|
if (Vector2.Distance(selectableScreenPoint, Input.mousePosition) <= radius) {
|
|||
|
|
|||
|
//And if it does, we select it and send it back
|
|||
|
return selectable;
|
|||
|
}
|
|||
|
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
return null;
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
void DragSelection(){
|
|||
|
//Return if we're not dragging or if the selection has been aborted (BoxRect disabled)
|
|||
|
if (!Input.GetMouseButton(0) || !boxRect.gameObject.activeSelf)
|
|||
|
return;
|
|||
|
|
|||
|
// Store the current mouse position in screen space.
|
|||
|
Vector2 currentMousePosition = new Vector2(Input.mousePosition.x, Input.mousePosition.y);
|
|||
|
|
|||
|
// How far have we moved the mouse?
|
|||
|
Vector2 difference = currentMousePosition - origin;
|
|||
|
|
|||
|
// Copy the initial click position to a new variable. Using the original variable will cause
|
|||
|
// the anchor to move around to wherever the current mouse position is,
|
|||
|
// which isn't desirable.
|
|||
|
Vector2 startPoint = origin;
|
|||
|
|
|||
|
// The following code accounts for dragging in various directions.
|
|||
|
if (difference.x < 0)
|
|||
|
{
|
|||
|
startPoint.x = currentMousePosition.x;
|
|||
|
difference.x = -difference.x;
|
|||
|
}
|
|||
|
if (difference.y < 0)
|
|||
|
{
|
|||
|
startPoint.y = currentMousePosition.y;
|
|||
|
difference.y = -difference.y;
|
|||
|
}
|
|||
|
|
|||
|
// Set the anchor, width and height every frame.
|
|||
|
boxRect.anchoredPosition = startPoint;
|
|||
|
boxRect.sizeDelta = difference;
|
|||
|
|
|||
|
//Then we check our list of Selectables to see if they're being preselected or not.
|
|||
|
foreach(var selectable in selectables) {
|
|||
|
|
|||
|
Vector3 screenPoint = GetScreenPointOfSelectable(selectable);
|
|||
|
|
|||
|
//If the box Rect contains the selectabels screen point and that point is inside a valid selection mask, it's being preselected, otherwise it is not.
|
|||
|
selectable.preSelected = RectTransformUtility.RectangleContainsScreenPoint(boxRect, screenPoint, null) && PointIsValidAgainstSelectionMask(screenPoint);
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
//Finally, since it's possible for our first clicked object to not be within the bounds of the selection box
|
|||
|
//If it exists, we always ensure that it is preselected.
|
|||
|
if (clickedBeforeDrag != null) {
|
|||
|
clickedBeforeDrag.preSelected = true;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
void ApplySingleClickDeselection(){
|
|||
|
|
|||
|
//If we didn't touch anything with the original mouse press, we don't need to continue checking
|
|||
|
if (clickedBeforeDrag == null)
|
|||
|
return;
|
|||
|
|
|||
|
//If we clicked a selectable without dragging, and that selectable was previously selected, we must be trying to deselect it.
|
|||
|
if (clickedAfterDrag != null && clickedBeforeDrag.selected && clickedBeforeDrag.transform == clickedAfterDrag.transform ) {
|
|||
|
clickedBeforeDrag.selected = false;
|
|||
|
clickedBeforeDrag.preSelected = false;
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
void ApplyPreSelections(){
|
|||
|
|
|||
|
foreach(var selectable in selectables) {
|
|||
|
|
|||
|
//If the selectable was preSelected, we finalize it as selected.
|
|||
|
if (selectable.preSelected) {
|
|||
|
selectable.selected = true;
|
|||
|
selectable.preSelected = false;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
Vector2 GetScreenPointOfSelectable(IBoxSelectable selectable) {
|
|||
|
//Getting the screen point requires it's own function, because we have to take into consideration the selectables heirarchy.
|
|||
|
|
|||
|
//Cast the transform as a rectTransform
|
|||
|
var rectTransform = selectable.transform as RectTransform;
|
|||
|
|
|||
|
//If it has a rectTransform component, it must be in the heirarchy of a canvas, somewhere.
|
|||
|
if (rectTransform) {
|
|||
|
|
|||
|
//And the camera used to calculate it's screen point will vary.
|
|||
|
Camera renderingCamera = GetScreenPointCamera(rectTransform);
|
|||
|
|
|||
|
return RectTransformUtility.WorldToScreenPoint(renderingCamera, selectable.transform.position);
|
|||
|
}
|
|||
|
|
|||
|
//If it's no in the heirarchy of a canvas, the regular Camera.main.WorldToScreenPoint will do.
|
|||
|
return Camera.main.WorldToScreenPoint(selectable.transform.position);
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
/*
|
|||
|
* Finding the camera used to calculate the screenPoint of an object causes a couple of problems:
|
|||
|
*
|
|||
|
* If it has a rectTransform, the root Canvas that the rectTransform is a descendant of will give unusable
|
|||
|
* screen points depending on the Canvas.RenderMode, if we don't do any further calculation.
|
|||
|
*
|
|||
|
* This function solves that problem.
|
|||
|
*/
|
|||
|
Camera GetScreenPointCamera(RectTransform rectTransform) {
|
|||
|
|
|||
|
Canvas rootCanvas = null;
|
|||
|
RectTransform rectCheck = rectTransform;
|
|||
|
|
|||
|
//We're going to check all the canvases in the heirarchy of this rectTransform until we find the root.
|
|||
|
do {
|
|||
|
rootCanvas = rectCheck.GetComponent<Canvas>();
|
|||
|
|
|||
|
//If we found a canvas on this Object, and it's not the rootCanvas, then we don't want to keep it
|
|||
|
if (rootCanvas && !rootCanvas.isRootCanvas) {
|
|||
|
rootCanvas = null;
|
|||
|
}
|
|||
|
|
|||
|
//Then we promote the rect we're checking to it's parent.
|
|||
|
rectCheck = (RectTransform)rectCheck.parent;
|
|||
|
|
|||
|
} while (rootCanvas == null);
|
|||
|
|
|||
|
//Once we've found the root Canvas, we return a camera depending on it's render mode.
|
|||
|
switch (rootCanvas.renderMode) {
|
|||
|
case RenderMode.ScreenSpaceOverlay:
|
|||
|
//If we send back a camera when set to screen space overlay, the coordinates will not be accurate. If we return null, they will be.
|
|||
|
return null;
|
|||
|
|
|||
|
case RenderMode.ScreenSpaceCamera:
|
|||
|
//If it's set to screen space we use the world Camera that the Canvas is using.
|
|||
|
//If it doesn't have one set, however, we have to send back the current camera. otherwise the coordinates will not be accurate.
|
|||
|
return (rootCanvas.worldCamera) ? rootCanvas.worldCamera : Camera.main;
|
|||
|
|
|||
|
default:
|
|||
|
case RenderMode.WorldSpace:
|
|||
|
//World space always uses the current camera.
|
|||
|
return Camera.main;
|
|||
|
}
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
public IBoxSelectable[] GetAllSelected(){
|
|||
|
if (selectables == null) {
|
|||
|
return new IBoxSelectable[0];
|
|||
|
}
|
|||
|
|
|||
|
var selectedList = new List<IBoxSelectable>();
|
|||
|
|
|||
|
foreach(var selectable in selectables) {
|
|||
|
if (selectable.selected) {
|
|||
|
selectedList.Add (selectable);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
return selectedList.ToArray();
|
|||
|
}
|
|||
|
|
|||
|
void EndSelection(){
|
|||
|
//Get out if we haven't finished selecting, or if the selection has been aborted (boxRect disabled)
|
|||
|
if (!Input.GetMouseButtonUp(0) || !boxRect.gameObject.activeSelf)
|
|||
|
return;
|
|||
|
|
|||
|
clickedAfterDrag = GetSelectableAtMousePosition();
|
|||
|
|
|||
|
ApplySingleClickDeselection();
|
|||
|
ApplyPreSelections();
|
|||
|
ResetBoxRect();
|
|||
|
onSelectionChange.Invoke(GetAllSelected());
|
|||
|
}
|
|||
|
|
|||
|
void Start(){
|
|||
|
ValidateCanvas();
|
|||
|
CreateBoxRect();
|
|||
|
ResetBoxRect();
|
|||
|
}
|
|||
|
|
|||
|
void Update() {
|
|||
|
BeginSelection ();
|
|||
|
DragSelection ();
|
|||
|
EndSelection ();
|
|||
|
}
|
|||
|
}
|
|||
|
}
|