266 lines
12 KiB
C#
266 lines
12 KiB
C#
|
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);
|
||
|
}
|
||
|
}
|
||
|
}
|