205 lines
8.1 KiB
C#
205 lines
8.1 KiB
C#
|
using System.Collections;
|
|||
|
using System.Collections.Generic;
|
|||
|
using UnityEngine;
|
|||
|
using UnityEngine.Tilemaps;
|
|||
|
|
|||
|
namespace UnityEditor.Tilemaps
|
|||
|
{
|
|||
|
/// <summary>
|
|||
|
/// This Brush helps to pick Tiles which are grouped together by position. Gaps can be set to identify if Tiles belong to a Group. Limits can be set to ensure that an over-sized Group will not be picked. Use this as an example to create brushes that have the ability to choose and pick whichever Tiles it is interested in.
|
|||
|
/// </summary>
|
|||
|
[HelpURL("https://docs.unity3d.com/Packages/com.unity.2d.tilemap.extras@latest/index.html?subfolder=/manual/GroupBrush.html")]
|
|||
|
[CustomGridBrush(true, false, false, "Group Brush")]
|
|||
|
public class GroupBrush : GridBrush
|
|||
|
{
|
|||
|
/// <summary>
|
|||
|
/// The gap in cell count before stopping to consider a Tile in a Group
|
|||
|
/// </summary>
|
|||
|
public Vector3Int gap
|
|||
|
{
|
|||
|
get { return m_Gap; }
|
|||
|
set
|
|||
|
{
|
|||
|
m_Gap = value;
|
|||
|
OnValidate();
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// The count in cells beyond the initial position before stopping to consider a Tile in a Group
|
|||
|
/// </summary>
|
|||
|
public Vector3Int limit
|
|||
|
{
|
|||
|
get { return m_Limit; }
|
|||
|
set
|
|||
|
{
|
|||
|
m_Limit = value;
|
|||
|
OnValidate();
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
private int visitedLocationsSize
|
|||
|
{
|
|||
|
get { return (m_Limit.x * 2 + 1) * (m_Limit.y * 2 + 1) * (m_Limit.z * 2 + 1); }
|
|||
|
}
|
|||
|
|
|||
|
[SerializeField]
|
|||
|
private Vector3Int m_Gap = Vector3Int.one;
|
|||
|
[SerializeField]
|
|||
|
private Vector3Int m_Limit = Vector3Int.one * 3;
|
|||
|
[SerializeField]
|
|||
|
private BitArray m_VisitedLocations = new BitArray(7 * 7 * 7);
|
|||
|
[SerializeField]
|
|||
|
private Stack<Vector3Int> m_NextPosition = new Stack<Vector3Int>();
|
|||
|
|
|||
|
private void OnValidate()
|
|||
|
{
|
|||
|
if (m_Gap.x < 0)
|
|||
|
m_Gap.x = 0;
|
|||
|
if (m_Gap.y < 0)
|
|||
|
m_Gap.y = 0;
|
|||
|
if (m_Gap.z < 0)
|
|||
|
m_Gap.z = 0;
|
|||
|
if (m_Limit.x < 0)
|
|||
|
m_Limit.x = 0;
|
|||
|
if (m_Limit.y < 0)
|
|||
|
m_Limit.y = 0;
|
|||
|
if (m_Limit.z < 0)
|
|||
|
m_Limit.z = 0;
|
|||
|
if (m_VisitedLocations.Length != visitedLocationsSize)
|
|||
|
m_VisitedLocations = new BitArray(visitedLocationsSize);
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Picks tiles from selected Tilemaps and child GameObjects, given the coordinates of the cells.
|
|||
|
/// The GroupBrush overrides this to locate groups of Tiles from the picking position.
|
|||
|
/// </summary>
|
|||
|
/// <param name="grid">Grid to pick data from.</param>
|
|||
|
/// <param name="brushTarget">Target of the picking operation. By default the currently selected GameObject.</param>
|
|||
|
/// <param name="position">The coordinates of the cells to paint data from.</param>
|
|||
|
/// <param name="pickStart">Pivot of the picking brush.</param>
|
|||
|
public override void Pick(GridLayout grid, GameObject brushTarget, BoundsInt position, Vector3Int pickStart)
|
|||
|
{
|
|||
|
// Do standard pick if user has selected a custom bounds
|
|||
|
if (position.size.x > 1 || position.size.y > 1 || position.size.z > 1)
|
|||
|
{
|
|||
|
base.Pick(grid, brushTarget, position, pickStart);
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
Tilemap tilemap = brushTarget.GetComponent<Tilemap>();
|
|||
|
if (tilemap == null)
|
|||
|
return;
|
|||
|
|
|||
|
Reset();
|
|||
|
|
|||
|
// Determine size of picked locations based on gap and limit
|
|||
|
Vector3Int limitOrigin = position.position - limit;
|
|||
|
Vector3Int limitSize = Vector3Int.one + limit * 2;
|
|||
|
BoundsInt limitBounds = new BoundsInt(limitOrigin, limitSize);
|
|||
|
BoundsInt pickBounds = new BoundsInt(position.position, Vector3Int.one);
|
|||
|
|
|||
|
m_VisitedLocations.SetAll(false);
|
|||
|
m_VisitedLocations.Set(GetIndex(position.position, limitOrigin, limitSize), true);
|
|||
|
m_NextPosition.Clear();
|
|||
|
m_NextPosition.Push(position.position);
|
|||
|
|
|||
|
while (m_NextPosition.Count > 0)
|
|||
|
{
|
|||
|
Vector3Int next = m_NextPosition.Pop();
|
|||
|
if (tilemap.GetTile(next) != null)
|
|||
|
{
|
|||
|
Encapsulate(ref pickBounds, next);
|
|||
|
BoundsInt gapBounds = new BoundsInt(next - gap, Vector3Int.one + gap * 2);
|
|||
|
foreach (var gapPosition in gapBounds.allPositionsWithin)
|
|||
|
{
|
|||
|
if (!limitBounds.Contains(gapPosition))
|
|||
|
continue;
|
|||
|
int index = GetIndex(gapPosition, limitOrigin, limitSize);
|
|||
|
if (!m_VisitedLocations.Get(index))
|
|||
|
{
|
|||
|
m_NextPosition.Push(gapPosition);
|
|||
|
m_VisitedLocations.Set(index, true);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
UpdateSizeAndPivot(pickBounds.size, position.position - pickBounds.position);
|
|||
|
|
|||
|
foreach (Vector3Int pos in pickBounds.allPositionsWithin)
|
|||
|
{
|
|||
|
Vector3Int brushPosition = new Vector3Int(pos.x - pickBounds.x, pos.y - pickBounds.y, pos.z - pickBounds.z);
|
|||
|
if (m_VisitedLocations.Get(GetIndex(pos, limitOrigin, limitSize)))
|
|||
|
{
|
|||
|
PickCell(pos, brushPosition, tilemap);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
private void Encapsulate(ref BoundsInt bounds, Vector3Int position)
|
|||
|
{
|
|||
|
if (bounds.Contains(position))
|
|||
|
return;
|
|||
|
|
|||
|
if (position.x < bounds.position.x)
|
|||
|
{
|
|||
|
var increase = bounds.x - position.x;
|
|||
|
bounds.position = new Vector3Int(position.x, bounds.y, bounds.z);
|
|||
|
bounds.size = new Vector3Int(bounds.size.x + increase, bounds.size.y, bounds.size.z);
|
|||
|
}
|
|||
|
if (position.x >= bounds.xMax)
|
|||
|
{
|
|||
|
var increase = position.x - bounds.xMax + 1;
|
|||
|
bounds.size = new Vector3Int(bounds.size.x + increase, bounds.size.y, bounds.size.z);
|
|||
|
}
|
|||
|
if (position.y < bounds.position.y)
|
|||
|
{
|
|||
|
var increase = bounds.y - position.y;
|
|||
|
bounds.position = new Vector3Int(bounds.x, position.y, bounds.z);
|
|||
|
bounds.size = new Vector3Int(bounds.size.x, bounds.size.y + increase, bounds.size.z);
|
|||
|
}
|
|||
|
if (position.y >= bounds.yMax)
|
|||
|
{
|
|||
|
var increase = position.y - bounds.yMax + 1;
|
|||
|
bounds.size = new Vector3Int(bounds.size.x, bounds.size.y + increase, bounds.size.z);
|
|||
|
}
|
|||
|
if (position.z < bounds.position.z)
|
|||
|
{
|
|||
|
var increase = bounds.z - position.z;
|
|||
|
bounds.position = new Vector3Int(bounds.x, bounds.y, position.z);
|
|||
|
bounds.size = new Vector3Int(bounds.size.x, bounds.size.y, bounds.size.z + increase);
|
|||
|
}
|
|||
|
if (position.z >= bounds.zMax)
|
|||
|
{
|
|||
|
var increase = position.z - bounds.zMax + 1;
|
|||
|
bounds.size = new Vector3Int(bounds.size.x, bounds.size.y, bounds.size.z + increase);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
private int GetIndex(Vector3Int position, Vector3Int origin, Vector3Int size)
|
|||
|
{
|
|||
|
return (position.z - origin.z) * size.y * size.x
|
|||
|
+ (position.y - origin.y) * size.x
|
|||
|
+ (position.x - origin.x);
|
|||
|
}
|
|||
|
|
|||
|
private void PickCell(Vector3Int position, Vector3Int brushPosition, Tilemap tilemap)
|
|||
|
{
|
|||
|
if (tilemap != null)
|
|||
|
{
|
|||
|
SetTile(brushPosition, tilemap.GetTile(position));
|
|||
|
SetMatrix(brushPosition, tilemap.GetTransformMatrix(position));
|
|||
|
SetColor(brushPosition, tilemap.GetColor(position));
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// The Brush Editor for a Group Brush.
|
|||
|
/// </summary>
|
|||
|
[CustomEditor(typeof(GroupBrush))]
|
|||
|
public class GroupBrushEditor : GridBrushEditor
|
|||
|
{
|
|||
|
}
|
|||
|
}
|