Singularity/Library/PackageCache/com.unity.2d.tilemap@1.0.0/Editor/GridPaletteUtility.cs

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2024-05-06 14:45:45 -04:00
using UnityEngine;
using UnityEngine.Tilemaps;
using Object = UnityEngine.Object;
namespace UnityEditor.Tilemaps
{
/// <summary>
/// Utility Class for creating Palettes
/// </summary>
public static class GridPaletteUtility
{
internal static readonly Vector3 defaultSortAxis = new Vector3(0f, 0f, 1f);
internal static RectInt GetBounds(GameObject palette)
{
if (palette == null)
return new RectInt();
Vector2Int min = new Vector2Int(int.MaxValue, int.MaxValue);
Vector2Int max = new Vector2Int(int.MinValue, int.MinValue);
foreach (var tilemap in palette.GetComponentsInChildren<Tilemap>())
{
Vector3Int p1 = tilemap.editorPreviewOrigin;
Vector3Int p2 = p1 + tilemap.editorPreviewSize;
Vector2Int tilemapMin = new Vector2Int(Mathf.Min(p1.x, p2.x), Mathf.Min(p1.y, p2.y));
Vector2Int tilemapMax = new Vector2Int(Mathf.Max(p1.x, p2.x), Mathf.Max(p1.y, p2.y));
min = new Vector2Int(Mathf.Min(min.x, tilemapMin.x), Mathf.Min(min.y, tilemapMin.y));
max = new Vector2Int(Mathf.Max(max.x, tilemapMax.x), Mathf.Max(max.y, tilemapMax.y));
}
return GridEditorUtility.GetMarqueeRect(min, max);
}
/// <summary>
/// Creates a Palette Asset at the current selected folder path. This will show a popup allowing you to choose
/// a different folder path for saving the Palette Asset if required.
/// </summary>
/// <param name="name">Name of the Palette Asset.</param>
/// <param name="layout">Grid Layout of the Palette Asset.</param>
/// <param name="cellSizing">Cell Sizing of the Palette Asset.</param>
/// <param name="cellSize">Cell Size of the Palette Asset.</param>
/// <param name="swizzle">Cell Swizzle of the Palette.</param>
/// <returns>The created Palette Asset if successful.</returns>
public static GameObject CreateNewPaletteAtCurrentFolder(string name, GridLayout.CellLayout layout, GridPalette.CellSizing cellSizing, Vector3 cellSize, GridLayout.CellSwizzle swizzle)
{
return CreateNewPaletteAtCurrentFolder(name, layout, cellSizing, cellSize, swizzle
, TransparencySortMode.Default, defaultSortAxis);
}
/// <summary>
/// Creates a Palette Asset at the current selected folder path. This will show a popup allowing you to choose
/// a different folder path for saving the Palette Asset if required.
/// </summary>
/// <param name="name">Name of the Palette Asset.</param>
/// <param name="layout">Grid Layout of the Palette Asset.</param>
/// <param name="cellSizing">Cell Sizing of the Palette Asset.</param>
/// <param name="cellSize">Cell Size of the Palette Asset.</param>
/// <param name="swizzle">Cell Swizzle of the Palette.</param>
/// <param name="sortMode">Transparency Sort Mode for the Palette</param>
/// <param name="sortAxis">Transparency Sort Axis for the Palette</param>
/// <returns>The created Palette Asset if successful.</returns>
public static GameObject CreateNewPaletteAtCurrentFolder(string name
, GridLayout.CellLayout layout
, GridPalette.CellSizing cellSizing
, Vector3 cellSize
, GridLayout.CellSwizzle swizzle
, TransparencySortMode sortMode
, Vector3 sortAxis)
{
string defaultPath = ProjectBrowser.s_LastInteractedProjectBrowser ? ProjectBrowser.s_LastInteractedProjectBrowser.GetActiveFolderPath() : "Assets";
string folderPath = EditorUtility.SaveFolderPanel("Create palette into folder ", defaultPath, "");
folderPath = FileUtil.GetProjectRelativePath(folderPath);
if (string.IsNullOrEmpty(folderPath))
return null;
return CreateNewPalette(folderPath, name, layout, cellSizing, cellSize, swizzle, sortMode, sortAxis);
}
/// <summary>
/// Creates a Palette Asset at the given folder path.
/// </summary>
/// <param name="folderPath">Folder Path of the Palette Asset.</param>
/// <param name="name">Name of the Palette Asset.</param>
/// <param name="layout">Grid Layout of the Palette Asset.</param>
/// <param name="cellSizing">Cell Sizing of the Palette Asset.</param>
/// <param name="cellSize">Cell Size of the Palette Asset.</param>
/// <param name="swizzle">Cell Swizzle of the Palette.</param>
/// <returns>The created Palette Asset if successful.</returns>
public static GameObject CreateNewPalette(string folderPath
, string name
, GridLayout.CellLayout layout
, GridPalette.CellSizing cellSizing
, Vector3 cellSize
, GridLayout.CellSwizzle swizzle)
{
return CreateNewPalette(folderPath, name, layout, cellSizing, cellSize, swizzle,
TransparencySortMode.Default, defaultSortAxis);
}
/// <summary>
/// Creates a Palette Asset at the given folder path.
/// </summary>
/// <param name="folderPath">Folder Path of the Palette Asset.</param>
/// <param name="name">Name of the Palette Asset.</param>
/// <param name="layout">Grid Layout of the Palette Asset.</param>
/// <param name="cellSizing">Cell Sizing of the Palette Asset.</param>
/// <param name="cellSize">Cell Size of the Palette Asset.</param>
/// <param name="swizzle">Cell Swizzle of the Palette.</param>
/// <param name="sortMode">Transparency Sort Mode for the Palette</param>
/// <param name="sortAxis">Transparency Sort Axis for the Palette</param>
/// <returns>The created Palette Asset if successful.</returns>
public static GameObject CreateNewPalette(string folderPath
, string name
, GridLayout.CellLayout layout
, GridPalette.CellSizing cellSizing
, Vector3 cellSize
, GridLayout.CellSwizzle swizzle
, TransparencySortMode sortMode
, Vector3 sortAxis)
{
GameObject temporaryGO = new GameObject(name);
Grid grid = temporaryGO.AddComponent<Grid>();
// We set size to kEpsilon to mark this as new uninitialized palette
// Nice default size can be decided when first asset is dragged in
grid.cellSize = cellSize;
grid.cellLayout = layout;
grid.cellSwizzle = swizzle;
CreateNewLayer(temporaryGO, "Layer1", layout);
string path = AssetDatabase.GenerateUniqueAssetPath(folderPath + "/" + name + ".prefab");
Object prefab = PrefabUtility.SaveAsPrefabAssetAndConnect(temporaryGO, path, InteractionMode.AutomatedAction);
GridPalette palette = CreateGridPalette(cellSizing, sortMode, sortAxis);
AssetDatabase.AddObjectToAsset(palette, prefab);
PrefabUtility.ApplyPrefabInstance(temporaryGO, InteractionMode.AutomatedAction);
AssetDatabase.Refresh();
Object.DestroyImmediate(temporaryGO);
return AssetDatabase.LoadAssetAtPath<GameObject>(path);
}
private static GameObject CreateNewLayer(GameObject paletteGO, string name, GridLayout.CellLayout layout)
{
GameObject newLayerGO = new GameObject(name);
var tilemap = newLayerGO.AddComponent<Tilemap>();
var renderer = newLayerGO.AddComponent<TilemapRenderer>();
newLayerGO.transform.parent = paletteGO.transform;
newLayerGO.layer = paletteGO.layer;
// Set defaults for certain layouts
switch (layout)
{
case GridLayout.CellLayout.Hexagon:
{
tilemap.tileAnchor = Vector3.zero;
break;
}
case GridLayout.CellLayout.Isometric:
{
renderer.sortOrder = TilemapRenderer.SortOrder.TopRight;
break;
}
case GridLayout.CellLayout.IsometricZAsY:
{
renderer.sortOrder = TilemapRenderer.SortOrder.TopRight;
renderer.mode = TilemapRenderer.Mode.Individual;
break;
}
}
return newLayerGO;
}
internal static GridPalette GetGridPaletteFromPaletteAsset(Object palette)
{
string assetPath = AssetDatabase.GetAssetPath(palette);
GridPalette paletteAsset = AssetDatabase.LoadAssetAtPath<GridPalette>(assetPath);
return paletteAsset;
}
internal static GridPalette CreateGridPalette(GridPalette.CellSizing cellSizing)
{
return CreateGridPalette(cellSizing, TransparencySortMode.Default, defaultSortAxis);
}
internal static GridPalette CreateGridPalette(GridPalette.CellSizing cellSizing
, TransparencySortMode sortMode
, Vector3 sortAxis
)
{
var palette = ScriptableObject.CreateInstance<GridPalette>();
palette.name = "Palette Settings";
palette.cellSizing = cellSizing;
palette.transparencySortMode = sortMode;
palette.transparencySortAxis = sortAxis;
return palette;
}
internal static Vector3 CalculateAutoCellSize(Grid grid, Vector3 defaultValue)
{
Tilemap[] tilemaps = grid.GetComponentsInChildren<Tilemap>();
Sprite[] sprites = null;
var maxSize = Vector2.negativeInfinity;
var minSize = Vector2.positiveInfinity;
// Get minimum and maximum sizes for Sprites
foreach (var tilemap in tilemaps)
{
var spriteCount = tilemap.GetUsedSpritesCount();
if (sprites == null || sprites.Length < spriteCount)
sprites = new Sprite[spriteCount];
tilemap.GetUsedSpritesNonAlloc(sprites);
for (int i = 0; i < spriteCount; ++i)
{
Sprite sprite = sprites[i];
if (sprite != null)
{
var cellSize = new Vector3(sprite.rect.width, sprite.rect.height, 0f) / sprite.pixelsPerUnit;
if (tilemap.cellSwizzle == GridLayout.CellSwizzle.YXZ)
{
var swap = cellSize.x;
cellSize.x = cellSize.y;
cellSize.y = swap;
}
minSize.x = Mathf.Min(cellSize.x, minSize.x);
minSize.y = Mathf.Min(cellSize.y, minSize.y);
maxSize.x = Mathf.Max(cellSize.x, maxSize.x);
maxSize.y = Mathf.Max(cellSize.y, maxSize.y);
}
}
}
// Validate that Sprites are in multiples of sizes
foreach (var tilemap in tilemaps)
{
var spriteCount = tilemap.GetUsedSpritesCount();
if (sprites == null || sprites.Length < spriteCount)
sprites = new Sprite[spriteCount];
tilemap.GetUsedSpritesNonAlloc(sprites);
for (int i = 0; i < spriteCount; ++i)
{
Sprite sprite = sprites[i];
if (sprite != null)
{
var cellSize = new Vector3(sprite.rect.width, sprite.rect.height, 0f) / sprite.pixelsPerUnit;
if (tilemap.cellSwizzle == GridLayout.CellSwizzle.YXZ)
{
var swap = cellSize.x;
cellSize.x = cellSize.y;
cellSize.y = swap;
}
// Return maximum size if sprites are not multiples of the smallest size
if (cellSize.x % minSize.x > 0)
return maxSize.x * maxSize.y <= 0f ? defaultValue : new Vector3(maxSize.x, maxSize.y, 0f);
if (cellSize.y % minSize.y > 0)
return maxSize.x * maxSize.y <= 0f ? defaultValue : new Vector3(maxSize.x, maxSize.y, 0f);
}
}
}
return minSize.x * minSize.y <= 0f || minSize == Vector2.positiveInfinity ? defaultValue : new Vector3(minSize.x, minSize.y, 0f);
}
}
}