The hull Shape grid and the footprint painter draw the underlay through HullUnderlay.Draw; the inline texture draw moves into it. Editor assembly: Unity compile not yet run. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
232 lines
12 KiB
C#
232 lines
12 KiB
C#
using System.Collections.Generic;
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using System;
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using System.Linq;
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using System.Reflection;
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using CultMath;
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using CultMath.UnityBridge;
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using GameCult.Caching;
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using GameCult.Unity.Caching.Editor;
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using MessagePack;
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using UnityEditor;
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using UnityEngine;
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using static CultMath.math;
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// Aetheria's Studio drawers: the inspection meaning CultLib's CultInspector attributes do not carry. Each draws only
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// the value types its attribute sits on and hands anything else back to built-in drawing.
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// The simple name of one of the attribute type's [Union] members, as a string
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[CultInspectorDrawer(typeof(InspectableTypeAttribute))]
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public sealed class InspectableTypeDrawer : ICultInspectorDrawer
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{
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public object Draw(CultInspector inspector, string label, Type type, object value, MemberInfo member)
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{
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var attribute = member?.GetCustomAttribute<InspectableTypeAttribute>();
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if (type != typeof(string) || attribute == null) return inspector.DrawDefault(label, type, value, member);
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var names = attribute.Type.GetCustomAttributes<UnionAttribute>(false).Select(union => union.SubType.Name).ToArray();
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var index = Array.IndexOf(names, value as string) + 1;
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var picked = EditorGUILayout.Popup(label, index, names.Prepend("None").ToArray());
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return picked == index ? value : picked == 0 ? null : names[picked - 1];
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}
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}
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[CultInspectorDrawer(typeof(InspectableColorAttribute))]
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public sealed class InspectableColorDrawer : ICultInspectorDrawer
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{
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public object Draw(CultInspector inspector, string label, Type type, object value, MemberInfo member)
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{
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if (type == typeof(float3)) return EditorGUILayout.ColorField(label, ((float3) value).ToColor()).ToFloat3();
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if (type == typeof(float4)) return EditorGUILayout.ColorField(label, ((float4) value).ToColor()).ToCultMath();
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return inspector.DrawDefault(label, type, value, member);
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}
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}
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// Keyframes as (time, value, in tangent, out tangent), edited as a curve over the unit square
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[CultInspectorDrawer(typeof(InspectableAnimationCurveAttribute))]
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public sealed class InspectableAnimationCurveDrawer : ICultInspectorDrawer
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{
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public object Draw(CultInspector inspector, string label, Type type, object value, MemberInfo member)
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{
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float4[] keys;
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if (type == typeof(float4[])) keys = value as float4[];
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else if (type == typeof(BezierCurve)) keys = (value as BezierCurve)?.Keys;
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else return inspector.DrawDefault(label, type, value, member);
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EditorGUI.BeginChangeCheck();
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var curve = EditorGUILayout.CurveField(label, keys?.Length > 0 ? keys.ToCurve() : new AnimationCurve(), Color.yellow, new Rect(0, 0, 1, 1));
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if (!EditorGUI.EndChangeCheck()) return value;
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var edited = curve.keys.Select(k => float4(k.time, k.value, k.inTangent, k.outTangent)).ToArray();
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if (type == typeof(float4[])) return edited;
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var bezier = value as BezierCurve ?? new BezierCurve();
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bezier.Keys = edited;
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return bezier;
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}
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}
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// One Kelvin value shown and edited as Kelvin, Celsius and Fahrenheit
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[CultInspectorDrawer(typeof(InspectableTemperatureAttribute))]
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public sealed class InspectableTemperatureDrawer : ICultInspectorDrawer
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{
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public object Draw(CultInspector inspector, string label, Type type, object value, MemberInfo member)
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{
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if (type != typeof(float)) return inspector.DrawDefault(label, type, value, member);
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var kelvin = (float) value;
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EditorGUI.BeginChangeCheck();
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using (new EditorGUILayout.HorizontalScope())
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{
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EditorGUILayout.PrefixLabel(label);
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var indent = EditorGUI.indentLevel;
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EditorGUI.indentLevel = 0;
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GUILayout.Label("°K", EditorStyles.miniLabel, GUILayout.Width(20));
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kelvin = EditorGUILayout.DelayedFloatField(kelvin);
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GUILayout.Label("°C", EditorStyles.miniLabel, GUILayout.Width(20));
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kelvin = EditorGUILayout.DelayedFloatField(kelvin - 273.15f) + 273.15f;
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GUILayout.Label("°F", EditorStyles.miniLabel, GUILayout.Width(20));
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kelvin = (EditorGUILayout.DelayedFloatField((kelvin - 273.15f) * 1.8f + 32) - 32) / 1.8f + 273.15f;
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EditorGUI.indentLevel = indent;
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}
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return EditorGUI.EndChangeCheck() ? kelvin : value;
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}
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}
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// A size and a toggle per cell. The underlay (the item's schematic texture, or a hull's line art stretched to the Shape's
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// Width x Height) is drawn by HullUnderlay; the height follows a texture's aspect. A hull's hardpoint cells are tinted.
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// Both read the owning record through
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// inspector.Record, which is a read-only copy: nothing here writes to it.
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[CultInspectorDrawer(typeof(InspectableSchematicShapeAttribute))]
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public sealed class InspectableSchematicShapeDrawer : ICultInspectorDrawer
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{
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public object Draw(CultInspector inspector, string label, Type type, object value, MemberInfo member)
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{
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if (type != typeof(Shape)) return inspector.DrawDefault(label, type, value, member);
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var shape = value as Shape ?? new Shape();
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var item = inspector.Record as EquippableItemData;
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var hull = item as HullData;
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var schematic = string.IsNullOrEmpty(item?.Schematic) ? null : AssetDatabase.LoadAssetAtPath<Texture2D>(AssetDatabase.GUIDToAssetPath(item.Schematic));
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EditorGUILayout.LabelField(label);
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using (new EditorGUILayout.HorizontalScope())
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{
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var width = max(EditorGUILayout.DelayedIntField("Width", shape.Width), 1);
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int height;
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if (schematic == null) height = max(EditorGUILayout.DelayedIntField("Height", shape.Height), 1);
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else
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{
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height = max(Mathf.RoundToInt(width * ((float) schematic.height / schematic.width)), 1);
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EditorGUILayout.LabelField("Height", height.ToString());
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}
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if (width != shape.Width || height != shape.Height) shape.Resize(width, height);
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}
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// The flexible space shrinks the grid group to its toggles, so the texture fits the grid, not the inspector width.
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using (new EditorGUILayout.HorizontalScope())
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{
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using (var grid = new EditorGUILayout.VerticalScope())
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{
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HullUnderlay.Draw(grid.rect, item, inspector.Records);
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for (var y = shape.Height - 1; y >= 0; y--)
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using (new EditorGUILayout.HorizontalScope())
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for (var x = 0; x < shape.Width; x++)
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{
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var hardpoint = hull?.Hardpoints.FirstOrDefault(hp => HullFootprint.Cells(hp).Contains(int2(x, y)));
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var previous = GUI.backgroundColor;
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if (hardpoint != null) GUI.backgroundColor = hardpoint.TintColor.ToColor();
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shape[int2(x, y)] = GUILayout.Toggle(shape[int2(x, y)], GUIContent.none, GUILayout.Width(16));
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GUI.backgroundColor = previous;
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}
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}
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GUILayout.FlexibleSpace();
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}
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return shape;
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}
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}
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// The underlay under a hull's cell grids, drawn on Repaint only. A shipped hull's schematic texture is stretched over
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// the grid rect; a mod hull's line art (its ShipAuthoring, found in the open cache at hull.Visual) is placed by
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// SchematicUnderlay.Fit in cell units and mapped to the rect here, the one site that maps cells to a grid's screen
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// rect. The hull Shape grid and the footprint painter both draw through it. No lookup found: no line underlay.
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public static class HullUnderlay
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{
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private static Material _schematicMaterial;
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public static void Draw(Rect grid, EquippableItemData item, IReadOnlyList<CultStoredDocument> records)
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{
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if (item == null || Event.current.type != EventType.Repaint) return;
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var texture = string.IsNullOrEmpty(item.Schematic) ? null : AssetDatabase.LoadAssetAtPath<Texture2D>(AssetDatabase.GUIDToAssetPath(item.Schematic));
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if (texture != null)
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{
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_schematicMaterial ??= new Material(Shader.Find("Legacy Shaders/Particles/Additive"));
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EditorGUI.DrawPreviewTexture(grid, texture, _schematicMaterial);
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}
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if (!(item is HullData hull) || hull.Shape == null || hull.Shape.Width == 0 || hull.Shape.Height == 0) return;
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var key = CultInspectorModel.RecordKey(hull.Visual);
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var authoring = records?.FirstOrDefault(record => record.Key.Value == key && record.Document is ShipAuthoring)?.Document as ShipAuthoring;
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if (authoring == null) return;
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var lines = authoring.SchematicLines;
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var fit = SchematicUnderlay.Fit(lines, hull.Shape);
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for (var i = 0; i < fit.Length; i++)
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{
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var rgba = lines[i].Color;
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var color = rgba == null ? Color.white : new Color(rgba[0], rgba[1], rgba[2], rgba[3]);
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var points = fit[i].Select(p => new Vector3(
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grid.x + p.x / hull.Shape.Width * grid.width,
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grid.yMax - p.y / hull.Shape.Height * grid.height)).ToList();
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if (lines[i].Cyclic && points.Count > 2) points.Add(points[0]);
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using (new Handles.DrawingScope(color)) Handles.DrawAAPolyLine(2f, points.ToArray());
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}
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}
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}
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// A hardpoint's schematic footprint over its hull's cells: the hull's occupied cells shaded, this hardpoint's cells lit
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// in its tint, other hardpoints' cells tinted and disabled. A click edits Position and Shape together through
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// HullFootprint.Toggle, which owns the rule so a Thing host reads the same one. The footprint is authored for gameplay,
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// never derived from the model. Read-only on inspector.Record; only the HardpointData it is given changes.
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[CultInspectorDrawer(typeof(HardpointData))]
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public sealed class HardpointFootprintDrawer : ICultInspectorDrawer
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{
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public object Draw(CultInspector inspector, string label, Type type, object value, MemberInfo member)
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{
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var hardpoint = value as HardpointData;
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if (type != typeof(HardpointData) || hardpoint == null) return inspector.DrawDefault(label, type, value, member);
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var hull = inspector.Record as HullData;
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var own = hull?.Hardpoints.FirstOrDefault(hp => hp.Type == hardpoint.Type && hp.Position.Equals(hardpoint.Position)
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&& HullFootprint.Cells(hp).SequenceEqual(HullFootprint.Cells(hardpoint)));
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var drawn = (HardpointData) inspector.DrawDefault(label, type, value, member);
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if (hull?.Shape == null) return drawn;
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var others = hull.Hardpoints.Where(hp => hp != own).ToArray();
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EditorGUILayout.LabelField("Footprint");
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using (new EditorGUILayout.HorizontalScope())
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{
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using (var grid = new EditorGUILayout.VerticalScope())
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{
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HullUnderlay.Draw(grid.rect, hull, inspector.Records);
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for (var y = hull.Shape.Height - 1; y >= 0; y--)
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using (new EditorGUILayout.HorizontalScope())
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for (var x = 0; x < hull.Shape.Width; x++)
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{
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var cell = int2(x, y);
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var other = others.FirstOrDefault(hp => HullFootprint.Cells(hp).Contains(cell));
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var on = HullFootprint.Cells(drawn).Contains(cell);
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var previous = GUI.backgroundColor;
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GUI.backgroundColor = on ? drawn.TintColor.ToColor() : other != null ? other.TintColor.ToColor()
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: hull.Shape[cell] ? Color.gray : previous;
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EditorGUI.BeginChangeCheck();
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using (new EditorGUI.DisabledScope(other != null && !on))
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GUILayout.Toggle(on || other != null, GUIContent.none, GUILayout.Width(16));
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if (EditorGUI.EndChangeCheck() && HullFootprint.Toggle(drawn.Shape, drawn.Position, cell, out var shape, out var position))
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{
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drawn.Shape = shape;
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drawn.Position = position;
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GUI.changed = true;
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}
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GUI.backgroundColor = previous;
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}
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}
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GUILayout.FlexibleSpace();
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}
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return drawn;
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}
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}
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