Files
2026-07-09 21:33:33 +02:00

84 lines
3.0 KiB
C#

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;
}
}
}