init
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.InputSystem;
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using UnityEngine.UIElements;
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using VOID.Generic.Objects.Abstract;
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using VOID.UserInterface;
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using VOID.UserInterface.Game.Party;
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using VOID.UserInterface.Game.Util;
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namespace VOID.Generic.Player.Util
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{
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public static class SelectUtil
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{
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private const int LayerMask = LayerManager.Static | LayerManager.Dynamic;
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/// <summary>
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/// Returns result from SelectFromUI() or SelectFromScene() depending on whether it was over UI
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/// </summary>
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public static SelectUtilResult Select()
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{
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return GameUI.current.isCursorOverUI ? SelectFromUI() : SelectFromScene();
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}
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/// <summary>
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/// Returns clicked AbstractObject or position if something else clicked from scene
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/// </summary>
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public static SelectUtilResult SelectFromScene()
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{
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if (GameUI.current.isCursorOverUI) return new SelectUtilResult();
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var hit = SelectHit();
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if (!hit.collider) return new SelectUtilResult();
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var hitPosition = hit.point;
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var hitObject = hit.collider.gameObject.GetComponentInParent<AbstractObject>();
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if (hitObject == PlayerController.current.activeUnit) return new SelectUtilResult();
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if (!hitObject) return new SelectUtilResult(hitPosition);
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return new SelectUtilResult(hitPosition, hitObject);
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}
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/// <summary>
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/// Returns clicked AbstractObject or BasicAbility from UI. Using cached position and ui elements if provided.
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/// </summary>
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public static SelectUtilResult SelectFromUI(List<VisualElement> cachedElements = null)
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{
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if (cachedElements is { Count: 0 }) return new SelectUtilResult();
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if (cachedElements is null && !GameUI.current.isCursorOverUI) return new SelectUtilResult();
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// Here we only handle first element - we don't care whats behind it
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switch (GameUI.current.PickTopComponentUI(cachedElements))
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{
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case SlotUI slotUI: return new SelectUtilResult(slotUI).WithUI(cachedElements);
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case UnitPortraitUI unitPortraitUI: return new SelectUtilResult(unitPortraitUI).WithUI(cachedElements);
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default: return new SelectUtilResult();
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}
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}
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/// <summary>
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/// Returns Vector3 of clicked position
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/// </summary>
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public static Vector3 SelectPosition()
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{
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return SelectHit().point;
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}
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/// <summary>
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/// Returns <see cref="RaycastHit"/> of clicked position
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/// </summary>
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public static RaycastHit SelectHit()
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{
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Physics.Raycast(
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Camera.main.ScreenPointToRay(Mouse.current.position.ReadValue()),
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out var hit,
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Mathf.Infinity,
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LayerMask);
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return hit;
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}
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}
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}
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