using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Flexalon
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{
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/// <summary>
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/// Use a grid layout to position children at fixed intervals.
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/// Objects are placed in cells in column-row-layer order.
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/// </summary>
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[AddComponentMenu("Flexalon/Flexalon Grid Layout"), HelpURL("https://www.flexalon.com/docs/gridLayout")]
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public class FlexalonGridLayout : LayoutBase
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{
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/// <summary> The type of cell to use on the column-row axes. </summary>
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public enum CellTypes
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{
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/// <summary> A rectangular cell. </summary>
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Rectangle,
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/// <summary> A hexagonal cell. </summary>
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Hexagonal
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}
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[SerializeField]
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private CellTypes _cellType = CellTypes.Rectangle;
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/// <summary> The type of cell to use on the column-row axes. </summary>
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public CellTypes CellType
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{
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get { return _cellType; }
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set { _cellType = value; _node.MarkDirty(); }
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}
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[SerializeField, Min(1)]
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private uint _columns = 3;
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/// <summary> The number of columns in the grid. </summary>
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public uint Columns
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{
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get { return _columns; }
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set { _columns = System.Math.Max(value, 1); _node.MarkDirty(); }
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}
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[SerializeField, Min(1)]
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private uint _rows = 3;
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/// <summary> The number of rows in the grid. </summary>
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public uint Rows
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{
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get { return _rows; }
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set { _rows = System.Math.Max(value, 1); _node.MarkDirty(); }
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}
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[SerializeField, Min(1)]
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private uint _layers = 1;
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/// <summary> The number of layers in the grid. </summary>
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public uint Layers
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{
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get { return _layers; }
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set { _layers = System.Math.Max(value, 1); _node.MarkDirty(); }
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}
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[SerializeField]
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private Direction _columnDirection = Direction.PositiveX;
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/// <summary> The direction of the column axis. </summary>
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public Direction ColumnDirection
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{
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get { return _columnDirection; }
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set { _columnDirection = value; _node.MarkDirty(); }
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}
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[SerializeField]
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private Direction _rowDirection = Direction.NegativeY;
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/// <summary> The direction of the row axis. </summary>
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public Direction RowDirection
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{
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get { return _rowDirection; }
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set { _rowDirection = value; _node.MarkDirty(); }
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}
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[SerializeField]
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private Direction _layerDirection = Direction.PositiveZ;
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/// <summary> The direction of the layer axis. </summary>
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public Direction LayerDirection
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{
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get { return _layerDirection; }
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set { _layerDirection = value; _node.MarkDirty(); }
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}
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/// <summary> How to determine the size of the cell. </summary>
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public enum CellSizeTypes
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{
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/// <summary> The object size is divided by the number of columns. </summary>
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Fill,
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/// <summary> The cell size is fixed. </summary>
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Fixed,
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}
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[SerializeField]
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private CellSizeTypes _columnSizeType = CellSizeTypes.Fill;
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/// <summary> How to determine the size of the columns, </summary>
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public CellSizeTypes ColumnSizeType
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{
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get { return _columnSizeType; }
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set { _columnSizeType = value; _node.MarkDirty(); }
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}
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[SerializeField, Min(0)]
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private float _columnSize = 1.0f;
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/// <summary> The fixed size of the columns. </summary>
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public float ColumnSize
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{
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get { return _columnSize; }
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set
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{
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_columnSize = Mathf.Max(0, value);
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_columnSizeType = CellSizeTypes.Fixed;
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_node.MarkDirty();
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}
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}
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[SerializeField]
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private CellSizeTypes _rowSizeType = CellSizeTypes.Fill;
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/// <summary> How to determine the size of the rows. </summary>
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public CellSizeTypes RowSizeType
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{
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get { return _rowSizeType; }
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set { _rowSizeType = value; _node.MarkDirty(); }
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}
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[SerializeField, Min(0)]
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private float _rowSize = 1.0f;
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/// <summary> The fixed size of the rows. </summary>
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public float RowSize
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{
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get { return _rowSize; }
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set
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{
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_rowSize = Mathf.Max(0, value);
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_rowSizeType = CellSizeTypes.Fixed;
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_node.MarkDirty();
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}
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}
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[SerializeField]
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private CellSizeTypes _layerSizeType = CellSizeTypes.Fill;
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/// <summary> How to determine the size of the layers. </summary>
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public CellSizeTypes LayerSizeType
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{
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get { return _layerSizeType; }
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set { _layerSizeType = value; _node.MarkDirty(); }
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}
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[SerializeField, Min(0)]
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private float _layerSize = 1.0f;
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/// <summary> The fixed size of the layers. </summary>
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public float LayerSizeSize
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{
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get { return _layerSize; }
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set
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{
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_layerSize = Mathf.Max(0, value);
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_layerSizeType = CellSizeTypes.Fixed;
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_node.MarkDirty();
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}
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}
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[SerializeField]
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private float _columnSpacing = 0;
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/// <summary> The spacing between columns. </summary>
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public float ColumnSpacing
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{
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get { return _columnSpacing; }
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set { _columnSpacing = value; _node.MarkDirty(); }
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}
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[SerializeField]
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private float _rowSpacing = 0;
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/// <summary> The spacing between rows. </summary>
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public float RowSpacing
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{
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get { return _rowSpacing; }
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set { _rowSpacing = value; _node.MarkDirty(); }
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}
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[SerializeField]
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private float _layerSpacing = 0;
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/// <summary> The spacing between layers. </summary>
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public float LayerSpacing
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{
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get { return _layerSpacing; }
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set { _layerSpacing = value; _node.MarkDirty(); }
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}
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[SerializeField]
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private Align _horizontalAlign = Align.Center;
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/// <summary> How to align each child in its cell horizontally. </summary>
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public Align HorizontalAlign
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{
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get { return _horizontalAlign; }
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set { _horizontalAlign = value; _node.MarkDirty(); }
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}
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[SerializeField]
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private Align _verticalAlign = Align.Center;
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/// <summary> How to align each child in its cell vertically. </summary>
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public Align VerticalAlign
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{
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get { return _verticalAlign; }
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set { _verticalAlign = value; _node.MarkDirty(); }
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}
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[SerializeField]
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private Align _depthAlign = Align.Center;
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/// <summary> How to align each child in its cell in depth. </summary>
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public Align DepthAlign
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{
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get { return _depthAlign; }
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set { _depthAlign = value; _node.MarkDirty(); }
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}
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[Serializable]
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private class TransformList
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{
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public List<Transform> Items;
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}
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[Serializable]
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private class CellDict : FlexalonDict<Vector3Int, TransformList> {}
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[SerializeField, HideInInspector]
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private CellDict _cellToChildren;
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private Dictionary<Transform, Vector3Int> _childToCell;
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/// <summary> Returns the first child in the cell. </summary>
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/// <param name="column"> The column of the cell. </param>
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/// <param name="row"> The row of the cell. </param>
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/// <param name="layer"> The layer of the cell. </param>
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/// <returns> The first child in the cell. </returns>
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public Transform GetChildAt(int column, int row, int layer = 0)
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{
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if (_cellToChildren != null)
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{
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if (_cellToChildren.TryGetValue(new Vector3Int(column, row, layer), out var children))
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{
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return children.Items[0];
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}
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}
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return null;
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}
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/// <summary> Returns all children in the cell. </summary>
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/// <param name="column"> The column of the cell. </param>
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/// <param name="row"> The row of the cell. </param>
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/// <param name="layer"> The layer of the cell. </param>
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/// <returns> A list of children in the cell. </returns>
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public Transform[] GetChildrenAt(int column, int row, int layer = 0)
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{
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if (_cellToChildren != null)
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{
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if (_cellToChildren.TryGetValue(new Vector3Int(column, row, layer), out var children))
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{
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return children.Items.ToArray();
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}
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}
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return new Transform[0];
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}
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private void SetCell(Vector3Int cell, Transform child)
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{
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if (!_cellToChildren.TryGetValue(cell, out var list))
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{
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list = new TransformList { Items = new List<Transform>() };
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_cellToChildren.Add(cell, list);
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}
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list.Items.Add(child);
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_childToCell.Add(child, cell);
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}
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private void UpdateCells()
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{
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if (_cellToChildren == null)
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{
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_cellToChildren = new CellDict();
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}
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if (_childToCell == null)
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{
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_childToCell = new Dictionary<Transform, Vector3Int>();
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}
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_cellToChildren.Clear();
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_childToCell.Clear();
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Vector3Int nextCell = Vector3Int.zero;
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foreach (var child in Node.Children)
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{
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var childTransform = child.GameObject.transform;
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if (child.GameObject.TryGetComponent<FlexalonGridCell>(out var cellComponent))
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{
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SetCell(cellComponent.Cell, childTransform);
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}
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else
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{
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SetCell(nextCell, childTransform);
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nextCell[0]++;
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if (nextCell[0] >= _columns)
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{
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nextCell[0] = 0;
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nextCell[1]++;
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if (nextCell[1] >= _rows)
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{
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nextCell[1] = 0;
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nextCell[2]++;
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}
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}
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}
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}
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}
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private Vector3 GetCellSize(Vector3Int axes, Vector3 layoutSize)
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{
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var cellSize = layoutSize;
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cellSize[axes[0]] = GetColumnSize(layoutSize[axes[0]]);
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cellSize[axes[1]] = GetRowSize(layoutSize[axes[1]]);
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cellSize[axes[2]] = GetLayerSize(layoutSize[axes[2]]);
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return cellSize;
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}
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private Vector3 GetGridSize(Vector3Int axes, Vector3 cellSize)
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{
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int columnAxis = axes[0];
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int rowAxis = axes[1];
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int layerAxis = axes[2];
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Vector3 gridSize = Vector3.zero;
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if (_cellType == CellTypes.Hexagonal && _rows > 1)
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{
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gridSize[rowAxis] = cellSize[rowAxis] + (0.75f * cellSize[rowAxis] + _rowSpacing) * (_rows - 1);
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}
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else
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{
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gridSize[rowAxis] = cellSize[rowAxis] * _rows + (_rowSpacing * (_rows - 1));
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}
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gridSize[columnAxis] = cellSize[columnAxis] * _columns + (_columnSpacing * (_columns - 1));
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if (_cellType == CellTypes.Hexagonal && _rows > 1)
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{
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gridSize[columnAxis] += cellSize[columnAxis] * 0.5f;
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}
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gridSize[layerAxis] = cellSize[layerAxis] * _layers + (_layerSpacing * (_layers - 1));
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return gridSize;
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}
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private Vector3Int GetAxes()
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{
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var columnAxis = (int) Math.GetAxisFromDirection(_columnDirection);
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var rowAxis = (int) Math.GetAxisFromDirection(_rowDirection);
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var layerAxis = (int) Math.GetAxisFromDirection(_layerDirection);
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var otherAxes = Math.GetOtherAxes(columnAxis);
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if (columnAxis == rowAxis)
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{
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rowAxis = (layerAxis == otherAxes.Item1) ? otherAxes.Item2 : otherAxes.Item1;
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}
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if (columnAxis == layerAxis)
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{
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layerAxis = (rowAxis == otherAxes.Item1) ? otherAxes.Item2 : otherAxes.Item1;
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}
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if (rowAxis == layerAxis)
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{
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layerAxis = Math.GetThirdAxis(columnAxis, rowAxis);
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}
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return new Vector3Int(columnAxis, rowAxis, layerAxis);
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}
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private CellSizeTypes[] GetCellSizeTypes()
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{
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return new CellSizeTypes[3] {
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_columnSizeType,
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_rowSizeType,
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_layerSizeType
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};
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}
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/// <inheritdoc />
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public override Bounds Measure(FlexalonNode node, Vector3 size, Vector3 min, Vector3 max)
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{
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FlexalonLog.Log("GridMeasure | Size", node, size, min, max);
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var axes = GetAxes();
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var cellSize = GetCellSize(axes, size);
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var sizeTypes = GetCellSizeTypes();
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foreach (var child in node.Children)
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{
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var childSize = child.GetMeasureSize(size);
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for (int i = 0; i < 3; i++)
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{
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if (node.GetSizeType(i) == SizeType.Layout && sizeTypes[i] == CellSizeTypes.Fill)
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{
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cellSize[i] = Mathf.Max(childSize[i], cellSize[i]);
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}
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}
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}
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var minCellSize = GetCellSize(axes, min);
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var maxCellSize = GetCellSize(axes, max);
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cellSize = Math.Clamp(cellSize, minCellSize, maxCellSize);
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var gridSize = GetGridSize(axes, cellSize);
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for (int i = 0; i < 3; i++)
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{
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if (node.GetSizeType(i) == SizeType.Layout)
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{
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size[i] = gridSize[i];
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}
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}
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SetChildrenFillShrinkSize(node, cellSize, size);
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return new Bounds(Vector3.zero, size);
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}
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private float GetRowSize(float availableRowSize)
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{
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if (_rowSizeType == CellSizeTypes.Fixed)
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{
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return _rowSize;
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}
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if (_cellType == CellTypes.Rectangle)
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{
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return (availableRowSize - _rowSpacing * (_rows - 1)) / _rows;
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}
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else
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{
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return (availableRowSize - _rowSpacing * (_rows - 1)) / (1 + (_rows - 1) * 0.75f);
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}
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}
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private float GetColumnSize(float availableColumnSize)
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{
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if (_columnSizeType == CellSizeTypes.Fixed)
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{
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return _columnSize;
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}
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if (_cellType == CellTypes.Rectangle)
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{
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return (availableColumnSize - _columnSpacing * (_columns - 1)) / _columns;
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}
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else
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{
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var sz = (availableColumnSize - _columnSpacing * (_columns - 1)) / _columns;
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if (_rows > 1)
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{
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sz *= _columns / (_columns + 0.5f);
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}
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return sz;
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}
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}
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private float GetLayerSize(float availableColumnSize)
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{
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if (_layerSizeType == CellSizeTypes.Fixed)
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{
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return _layerSize;
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}
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return (availableColumnSize - _layerSpacing * (_layers - 1)) / _layers;
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}
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private Vector3 GetPosition(Vector3Int cell, Vector3Int axes, Vector3 cellSize, Vector3 gridSize)
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{
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var columnAxis = axes[0];
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var rowAxis = axes[1];
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var layerAxis = axes[2];
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var columnSize = cellSize[axes[0]];
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var rowSize = cellSize[axes[1]];
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var layerSize = cellSize[axes[2]];
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var position = -gridSize / 2;
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if (_cellType == CellTypes.Rectangle)
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{
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position[rowAxis] += rowSize * cell[1] + _rowSpacing * cell[1] + rowSize / 2;
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position[columnAxis] += columnSize * cell[0] + _columnSpacing * cell[0] + columnSize / 2;
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}
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else
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{
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bool rowEven = (cell[1] % 2) == 0;
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position[axes[1]] += rowSize * 0.75f * cell[1] + _rowSpacing * cell[1] + rowSize / 2;
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position[columnAxis] += columnSize * cell[0] + columnSize / 2 + _columnSpacing * cell[0] + (rowEven ? 0 : columnSize / 2);
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}
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position[layerAxis] += layerSize * cell[2] + _layerSpacing * cell[2] + layerSize / 2;
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position[rowAxis] *= Math.GetPositiveFromDirection(_rowDirection);
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position[columnAxis] *= Math.GetPositiveFromDirection(_columnDirection);
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position[layerAxis] *= Math.GetPositiveFromDirection(_layerDirection);
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return position;
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}
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private void PositionChild(FlexalonNode child, Vector3Int cell, Vector3Int axes, Vector3 cellSize, Vector3 gridSize)
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{
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Vector3 position;
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position = GetPosition(cell, axes, cellSize, gridSize);
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var aligned = Math.Align(child.GetArrangeSize(), cellSize, _horizontalAlign, _verticalAlign, _depthAlign);
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child.SetPositionResult(position + aligned);
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}
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/// <inheritdoc />
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public override void Arrange(FlexalonNode node, Vector3 layoutSize)
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{
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FlexalonLog.Log("GridArrange | LayoutSize", node, layoutSize);
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var axes = GetAxes();
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var cellSize = GetCellSize(axes, layoutSize);
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var gridSize = GetGridSize(axes, cellSize);
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UpdateCells();
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foreach (var child in node.Children)
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{
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if (_childToCell.TryGetValue(child.GameObject.transform, out var cell))
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{
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PositionChild(child, cell, axes, cellSize, gridSize);
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}
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}
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}
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void OnDrawGizmosSelected()
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{
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if (_node != null)
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{
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var axes = GetAxes();
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var sz = _node.Result.AdapterBounds.size - _node.Padding.Size;
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var cellSize = GetCellSize(axes, sz);
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var gridSize = GetGridSize(axes, cellSize);
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Gizmos.color = new Color(1, 1, 0, 0.5f);
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var scale = _node.GetWorldBoxScale(true);
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Gizmos.matrix = Matrix4x4.TRS(_node.GetWorldBoxPosition(scale, true), transform.rotation, scale);
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for (int r = 0; r < _rows; r++)
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{
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for (int c = 0; c < _columns; c++)
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{
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for (int l = 0; l < _layers; l++)
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{
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var position = GetPosition(new Vector3Int(c, r, l), axes, cellSize, gridSize);
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if (_cellType == CellTypes.Rectangle)
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{
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DrawRectangle(position, axes, cellSize);
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}
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else
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{
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DrawHexagon(position, axes, cellSize);
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}
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}
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}
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}
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}
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}
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void DrawRectangle(Vector3 position, Vector3Int axes, Vector3 cellSize)
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{
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var columnAxis = axes[0];
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var rowAxis = axes[1];
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var columnSize = cellSize[axes[0]];
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var rowSize = cellSize[axes[1]];
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var p1 = new Vector3(); // top right
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p1[rowAxis] = rowSize / 2;
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p1[columnAxis] = columnSize / 2;
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var p2 = new Vector3(); // bottom right
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p2[rowAxis] = -rowSize / 2;
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p2[columnAxis] = columnSize / 2;
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var p3 = new Vector3(); // bottom left
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p3[rowAxis] = -rowSize / 2;
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p3[columnAxis] = -columnSize / 2;
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var p4 = new Vector3(); // top left
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p4[rowAxis] = rowSize / 2;
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p4[columnAxis] = -columnSize / 2;
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Gizmos.DrawLine(position + p1, position + p2);
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Gizmos.DrawLine(position + p2, position + p3);
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Gizmos.DrawLine(position + p3, position + p4);
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Gizmos.DrawLine(position + p4, position + p1);
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}
|
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void DrawHexagon(Vector3 position, Vector3Int axes, Vector3 cellSize)
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{
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var columnAxis = axes[0];
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var rowAxis = axes[1];
|
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var columnSize = cellSize[axes[0]];
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var rowSize = cellSize[axes[1]];
|
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var p1 = new Vector3(); // top
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p1[rowAxis] = rowSize / 2;
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var p2 = new Vector3(); // top right
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p2[rowAxis] = rowSize / 4;
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p2[columnAxis] = columnSize / 2;
|
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var p3 = new Vector3(); // bottom right
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p3[rowAxis] = -rowSize / 4;
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p3[columnAxis] = columnSize / 2;
|
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var p4 = new Vector3(); // bottom
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p4[rowAxis] = -rowSize / 2;
|
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var p5 = new Vector3(); // bottom left
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p5[rowAxis] = -rowSize / 4;
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p5[columnAxis] = -columnSize / 2;
|
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var p6 = new Vector3(); // top left
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p6[rowAxis] = rowSize / 4;
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p6[columnAxis] = -columnSize / 2;
|
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Gizmos.DrawLine(position + p1, position + p2);
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Gizmos.DrawLine(position + p2, position + p3);
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Gizmos.DrawLine(position + p3, position + p4);
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Gizmos.DrawLine(position + p4, position + p5);
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Gizmos.DrawLine(position + p5, position + p6);
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Gizmos.DrawLine(position + p6, position + p1);
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}
|
}
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}
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