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EditorUpdate.cs
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EditorUpdate.cs
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#region License
/******************************************************************************
* Copyright 2018-2021 The AutoCore Authors. All Rights Reserved.
*
* Licensed under the GNU Lesser General Public License, Version 3.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* https://www.gnu.org/licenses/lgpl-3.0.html
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*****************************************************************************/
#endregion
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityEngine.Events;
namespace Packages.MapToolbox
{
[ExecuteInEditMode]
class EditorUpdate : Singleton<EditorUpdate>
{
public static bool MouseInSceneView { get; set; }
public static bool CtrlKey { get; set; }
public static bool ShiftKey { get; set; }
public static bool MouseLeftButtonDownWithCtrl { get; set; }
public static bool MouseLeftButtonDownWithShift { get; set; }
private void OnEnable()
{
name = typeof(EditorUpdate).Name;
EditorApplication.update -= Update;
SceneView.duringSceneGui -= DuringSceneGui;
EditorApplication.update += Update;
SceneView.duringSceneGui += DuringSceneGui;
}
private void OnDisable()
{
EditorApplication.update -= Update;
SceneView.duringSceneGui -= DuringSceneGui;
}
private void DuringSceneGui(SceneView obj)
{
MouseLeftButtonDownWithCtrl = false;
MouseLeftButtonDownWithShift = false;
switch (Event.current.type)
{
case EventType.Layout:
CtrlKey = Event.current.control;
ShiftKey = Event.current.shift;
break;
case EventType.MouseEnterWindow:
MouseInSceneView = true;
break;
case EventType.MouseLeaveWindow:
MouseInSceneView = false;
break;
case EventType.MouseDown:
if (Event.current.control && Event.current.button == 0)
{
MouseLeftButtonDownWithCtrl = true;
}
if(Event.current.shift && Event.current.button == 0)
{
MouseLeftButtonDownWithShift = true;
}
break;
default:
break;
}
}
public List<UnityAction> OnUpdate { get; private set; } = new List<UnityAction>();
private void Update()
{
foreach (var item in OnUpdate)
{
item?.Invoke();
}
}
}
}