This commit is contained in:
2026-07-09 21:33:33 +02:00
commit 84a2a365f3
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using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.UIElements;
using VOID.Generic.Objects.Abstract;
using VOID.UserInterface;
using VOID.UserInterface.Game.Party;
using VOID.UserInterface.Game.Util;
namespace VOID.Generic.Player.Util
{
public static class SelectUtil
{
private const int LayerMask = LayerManager.Static | LayerManager.Dynamic;
/// <summary>
/// Returns result from SelectFromUI() or SelectFromScene() depending on whether it was over UI
/// </summary>
public static SelectUtilResult Select()
{
return GameUI.current.isCursorOverUI ? SelectFromUI() : SelectFromScene();
}
/// <summary>
/// Returns clicked AbstractObject or position if something else clicked from scene
/// </summary>
public static SelectUtilResult SelectFromScene()
{
if (GameUI.current.isCursorOverUI) return new SelectUtilResult();
var hit = SelectHit();
if (!hit.collider) return new SelectUtilResult();
var hitPosition = hit.point;
var hitObject = hit.collider.gameObject.GetComponentInParent<AbstractObject>();
if (hitObject == PlayerController.current.activeUnit) return new SelectUtilResult();
if (!hitObject) return new SelectUtilResult(hitPosition);
return new SelectUtilResult(hitPosition, hitObject);
}
/// <summary>
/// Returns clicked AbstractObject or BasicAbility from UI. Using cached position and ui elements if provided.
/// </summary>
public static SelectUtilResult SelectFromUI(List<VisualElement> cachedElements = null)
{
if (cachedElements is { Count: 0 }) return new SelectUtilResult();
if (cachedElements is null && !GameUI.current.isCursorOverUI) return new SelectUtilResult();
// Here we only handle first element - we don't care whats behind it
switch (GameUI.current.PickTopComponentUI(cachedElements))
{
case SlotUI slotUI: return new SelectUtilResult(slotUI).WithUI(cachedElements);
case UnitPortraitUI unitPortraitUI: return new SelectUtilResult(unitPortraitUI).WithUI(cachedElements);
default: return new SelectUtilResult();
}
}
/// <summary>
/// Returns Vector3 of clicked position
/// </summary>
public static Vector3 SelectPosition()
{
return SelectHit().point;
}
/// <summary>
/// Returns <see cref="RaycastHit"/> of clicked position
/// </summary>
public static RaycastHit SelectHit()
{
Physics.Raycast(
Camera.main.ScreenPointToRay(Mouse.current.position.ReadValue()),
out var hit,
Mathf.Infinity,
LayerMask);
return hit;
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: ed31bdea373641d0ba8d504ba6cc5ef5
timeCreated: 1690108898
@@ -0,0 +1,109 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
using VOID.Generic.Objects.Abstract;
using VOID.UserInterface;
using VOID.UserInterface.Game;
using VOID.UserInterface.Game.Party;
using VOID.UserInterface.Game.Util;
using VOID.ScriptableObjects;
using VOID.ScriptableObjects.Abilities;
namespace VOID.Generic.Player.Util
{
public class SelectUtilResult
{
public bool hit { get; private set; }
public bool onUI { get; private set; }
// UI Component directly under cursor - only one of these
public readonly SlotUI slotUI;
public readonly UnitPortraitUI unitPortraitUI;
public readonly StatusUI statusUI;
// All UI Components behind - usually one of these
public AbilityBookUI abilityBookUI { get; private set; }
public ActionBarSlotsUI actionBarSlotsUI { get; private set; }
public BackpackUI backpackUI { get; private set; }
public ContainerUI containerUI { get; private set; }
public EquipmentUI equipmentUI { get; private set; }
public OtherUnitBackpackUI otherUnitBackpackUI { get; private set; }
public PartyUI partyUI { get; private set; }
// Clicked position or clicked object's position
public readonly Vector3 position;
// Clicked object , ability or status
public readonly AbstractObject selectObject;
public readonly BasicAbility selectAbility;
public readonly BasicStatus selectStatus;
public SelectUtilResult(Vector3 position)
{
hit = position != default;
onUI = false;
this.position = position;
}
public SelectUtilResult(Vector3 position, AbstractObject abstractObject)
{
hit = abstractObject;
onUI = false;
this.position = position;
selectObject = abstractObject;
}
public SelectUtilResult(SlotUI slotUI)
{
hit = slotUI.ability || slotUI.item;
onUI = true;
this.slotUI = slotUI;
// Position to select:
// - in case of ItemObject, select its position
// - in case of BasicAbility, select caster's position (player's active unit)
if (slotUI.item) position = slotUI.item.transform.position;
else if (PlayerController.current.activeUnit) position = PlayerController.current.activeUnit.transform.position;
if (slotUI.ability) selectAbility = slotUI.ability;
if (slotUI.item) selectObject = slotUI.item;
}
public SelectUtilResult(UnitPortraitUI unitPortraitUI)
{
hit = unitPortraitUI.unit;
onUI = true;
this.unitPortraitUI = unitPortraitUI;
position = unitPortraitUI.unit.transform.position;
selectObject = unitPortraitUI.unit;
}
public SelectUtilResult(StatusUI statusUI)
{
hit = statusUI.status;
onUI = true;
this.statusUI = statusUI;
selectStatus = statusUI.status;
}
public SelectUtilResult()
{
onUI = false;
hit = false;
}
public SelectUtilResult WithUI(List<VisualElement> cachedElements = null)
{
if (!onUI) return this;
abilityBookUI = GameUI.current.PickComponentUI<AbilityBookUI>(cachedElements);
actionBarSlotsUI = GameUI.current.PickComponentUI<ActionBarSlotsUI>(cachedElements);
backpackUI = GameUI.current.PickComponentUI<BackpackUI>(cachedElements);
containerUI = GameUI.current.PickComponentUI<ContainerUI>(cachedElements);
equipmentUI = GameUI.current.PickComponentUI<EquipmentUI>(cachedElements);
otherUnitBackpackUI = GameUI.current.PickComponentUI<OtherUnitBackpackUI>(cachedElements);
partyUI = GameUI.current.PickComponentUI<PartyUI>(cachedElements);
onUI = true;
return this;
}
}
}
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fileFormatVersion: 2
guid: dfe37d23a411470caeb669f4790d9b73
timeCreated: 1690109079