using UnityEditor.EditorTools;
using UnityEngine;
namespace UnityEditor.Tilemaps
{
///
/// An `EditorTool` for handling Rotation for a `GridSelection`.
///
public class GridSelectionRotateTool : GridSelectionTool
{
private static class Styles
{
public static readonly GUIContent toolbarIcon = EditorGUIUtility.TrTextContentWithIcon("Rotate", "Shows a Gizmo in the Scene view for changing the rotation for the Grid Selection", "RotateTool");
}
///
/// Toolbar icon for the `GridSelectionRotateTool`.
///
public override GUIContent toolbarIcon => Styles.toolbarIcon;
private Quaternion before = Quaternion.identity;
///
/// Handles the gizmo for managing Rotation for the `GridSelectionRotateTool`.
///
/// Position of the `GridSelection` gizmo.
/// Rotation of the `GridSelection` gizmo.
/// Scale of the `GridSelection` gizmo.
public override void HandleTool(ref Vector3 position, ref Quaternion rotation, ref Vector3 scale)
{
// Outside of an active drag, align the gizmo with the tile's current rotation
// so a rotated tile doesn't snap the handle back to world-aligned each frame.
if (GUIUtility.hotControl == 0)
before = rotation;
EditorGUI.BeginChangeCheck();
var after = Handles.RotationHandle(before, position);
if (EditorGUI.EndChangeCheck())
{
rotation *= Quaternion.Inverse(before) * after;
}
before = after;
}
}
}