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using System;
using System.Collections.Generic;
using Object = UnityEngine.Object;
namespace UnityEditor.Splines
{
[Serializable]
struct SelectableSplineElement : IEquatable<SelectableSplineElement>
{
public Object target;
public int targetIndex;
public int knotIndex;
public int tangentIndex;
public SelectableSplineElement(ISelectableElement element)
{
target = element.SplineInfo.Object;
targetIndex = element.SplineInfo.Index;
knotIndex = element.KnotIndex;
tangentIndex = element is SelectableTangent tangent ? tangent.TangentIndex : -1;
}
public bool Equals(SelectableSplineElement other)
{
return target == other.target && targetIndex == other.targetIndex && knotIndex == other.knotIndex && tangentIndex == other.tangentIndex;
}
public override bool Equals(object obj)
{
if (ReferenceEquals(null, obj)) return false;
return obj is SelectableSplineElement other && Equals(other);
}
public override int GetHashCode()
{
return HashCode.Combine(target, targetIndex, knotIndex, tangentIndex);
}
}
sealed class SelectionContext : ScriptableSingleton<SelectionContext>
{
public List<SelectableSplineElement> selection = new List<SelectableSplineElement>();
public int version;
}
}