using UnityEngine;
using UnityEngine.Tilemaps;
namespace UnityEditor
{
///
/// The Editor for an IsometricRuleTile.
///
[CustomEditor(typeof(IsometricRuleTile), true)]
[CanEditMultipleObjects]
public class IsometricRuleTileEditor : RuleTileEditor
{
///
/// Gets the index for a Rule with the IsometricRuleTileEditor to display an arrow.
///
/// The adjacent position of the arrow.
/// Returns the index for a Rule with the IsometricRuleTileEditor to display an arrow
private static readonly int[] s_Arrows = { 3, 0, 1, 6, -1, 2, 7, 8, 5 };
///
/// Gets the index for a Rule with the HexagonalRuleTile to display an arrow.
///
/// The adjacent position of the arrow.
/// Returns the index for a Rule with the HexagonalRuleTile to display an arrow.
public override int GetArrowIndex(Vector3Int position)
{
return s_Arrows[base.GetArrowIndex(position)];
}
///
/// Gets the GUI matrix size for a Rule of a IsometricRuleTile
///
/// Cell bounds of the Rule.
/// Returns the GUI matrix size for a Rule of a IsometricRuleTile.
public override Vector2 GetMatrixSize(BoundsInt bounds)
{
float p = Mathf.Pow(2, 0.5f);
float w = (bounds.size.x / p + bounds.size.y / p) * k_SingleLineHeight;
return new Vector2(w, w);
}
///
/// Draws a Rule Matrix for the given Rule for a IsometricRuleTile.
///
/// Tile to draw rule for.
/// GUI Rect to draw rule at.
/// Cell bounds of the Rule.
/// Rule to draw Rule Matrix for.
public override void RuleMatrixOnGUI(RuleTile tile, Rect rect, BoundsInt bounds, RuleTile.TilingRule tilingRule)
{
Handles.color = EditorGUIUtility.isProSkin ? new Color(1f, 1f, 1f, 0.2f) : new Color(0f, 0f, 0f, 0.2f);
float w = rect.width / bounds.size.x;
float h = rect.height / bounds.size.y;
// Grid
float d = rect.width / (bounds.size.x + bounds.size.y);
for (int y = 0; y <= bounds.size.y; y++)
{
float left = rect.xMin + d * y;
float top = rect.yMin + d * y;
float right = rect.xMax - d * (bounds.size.y - y);
float bottom = rect.yMax - d * (bounds.size.y - y);
Handles.DrawLine(new Vector3(left, bottom), new Vector3(right, top));
}
for (int x = 0; x <= bounds.size.x; x++)
{
float left = rect.xMin + d * x;
float top = rect.yMax - d * x;
float right = rect.xMax - d * (bounds.size.x - x);
float bottom = rect.yMin + d * (bounds.size.x - x);
Handles.DrawLine(new Vector3(left, bottom), new Vector3(right, top));
}
Handles.color = Color.white;
var neighbors = tilingRule.GetNeighbors();
// Icons
float iconSize = (rect.width - d) / (bounds.size.x + bounds.size.y - 1);
float iconScale = Mathf.Pow(2, 0.5f);
for (int y = bounds.yMin; y < bounds.yMax; y++)
{
for (int x = bounds.xMin; x < bounds.xMax; x++)
{
Vector3Int pos = new Vector3Int(x, y, 0);
Vector3Int offset = new Vector3Int(pos.x - bounds.xMin, pos.y - bounds.yMin, 0);
Rect r = new Rect(
rect.xMin + rect.size.x - iconSize * (offset.y - offset.x + 0.5f + bounds.size.x),
rect.yMin + rect.size.y - iconSize * (offset.y + offset.x + 1.5f),
iconSize, iconSize
);
Vector2 center = r.center;
r.size *= iconScale;
r.center = center;
RuleMatrixIconOnGUI(tilingRule, neighbors, pos, r);
}
}
}
///
/// Determines the current mouse position is within the given Rect.
///
/// Rect to test mouse position for.
/// True if the current mouse position is within the given Rect. False otherwise.
public override bool ContainsMousePosition(Rect rect)
{
var center = rect.center;
var halfWidth = rect.width / 2;
var halfHeight = rect.height / 2;
var mouseFromCenter = Event.current.mousePosition - center;
var xAbs = Mathf.Abs(Vector2.Dot(mouseFromCenter, Vector2.right));
var yAbs = Mathf.Abs(Vector2.Dot(mouseFromCenter, Vector2.up));
return (xAbs / halfWidth + yAbs / halfHeight) <= 1;
}
///
/// Updates preview settings for the IsometricRuleTile.
///
public override void OnPreviewSettings()
{
base.OnPreviewSettings();
if (m_PreviewGrid)
{
float height = EditorGUILayout.FloatField("Cell Height", m_PreviewGrid.cellSize.y);
m_PreviewGrid.cellSize = new Vector3(1f, Mathf.Max(height, 0), 1f);
}
}
///
/// Creates a Preview for the IsometricRuleTile.
///
protected override void CreatePreview()
{
base.CreatePreview();
m_PreviewGrid.cellSize = new Vector3(1f, 0.5f, 1f);
m_PreviewGrid.cellLayout = GridLayout.CellLayout.Isometric;
foreach (var tilemapRenderer in m_PreviewTilemapRenderers)
tilemapRenderer.sortOrder = TilemapRenderer.SortOrder.TopRight;
m_PreviewTilemapRenderers[0].sortingOrder = 0;
m_PreviewTilemapRenderers[1].sortingOrder = -1;
m_PreviewTilemapRenderers[2].sortingOrder = 1;
m_PreviewTilemapRenderers[3].sortingOrder = 0;
}
}
}