using System;
namespace UnityEngine
{
///
/// Generic visual tile for creating different tilesets like terrain, pipeline, random or animated tiles.
/// This is templated to accept a Neighbor Rule Class for Custom Rules.
/// Use this for Hexagonal Grids.
///
/// Neighbor Rule Class for Custom Rules
public class HexagonalRuleTile : HexagonalRuleTile
{
///
/// Returns the Neighbor Rule Class type for this Rule Tile.
///
public sealed override Type m_NeighborType => typeof(T);
}
///
/// Generic visual tile for creating different tilesets like terrain, pipeline, random or animated tiles.
/// Use this for Hexagonal Grids.
///
[Serializable]
[HelpURL("https://docs.unity3d.com/Packages/com.unity.2d.tilemap.extras@latest/index.html?subfolder=/manual/RuleTile.html")]
public class HexagonalRuleTile : RuleTile
{
///
/// Angle in which the HexagonalRuleTile is rotated by for matching in Degrees.
///
public override int m_RotationAngle => 60;
private static float[] m_CosAngleArr1 = {
Mathf.Cos(0 * Mathf.Deg2Rad),
Mathf.Cos(-60 * Mathf.Deg2Rad),
Mathf.Cos(-120 * Mathf.Deg2Rad),
Mathf.Cos(-180 * Mathf.Deg2Rad),
Mathf.Cos(-240 * Mathf.Deg2Rad),
Mathf.Cos(-300 * Mathf.Deg2Rad),
};
private static float[] m_SinAngleArr1 = {
Mathf.Sin(0 * Mathf.Deg2Rad),
Mathf.Sin(-60 * Mathf.Deg2Rad),
Mathf.Sin(-120 * Mathf.Deg2Rad),
Mathf.Sin(-180 * Mathf.Deg2Rad),
Mathf.Sin(-240 * Mathf.Deg2Rad),
Mathf.Sin(-300 * Mathf.Deg2Rad),
};
private static float[] m_CosAngleArr2 = {
Mathf.Cos(0 * Mathf.Deg2Rad),
Mathf.Cos(60 * Mathf.Deg2Rad),
Mathf.Cos(120 * Mathf.Deg2Rad),
Mathf.Cos(180 * Mathf.Deg2Rad),
Mathf.Cos(240 * Mathf.Deg2Rad),
Mathf.Cos(300 * Mathf.Deg2Rad),
};
private static float[] m_SinAngleArr2 = {
Mathf.Sin(0 * Mathf.Deg2Rad),
Mathf.Sin(60 * Mathf.Deg2Rad),
Mathf.Sin(120 * Mathf.Deg2Rad),
Mathf.Sin(180 * Mathf.Deg2Rad),
Mathf.Sin(240 * Mathf.Deg2Rad),
Mathf.Sin(300 * Mathf.Deg2Rad),
};
///
/// Whether this is a flat top Hexagonal Tile
///
[DontOverride] public bool m_FlatTop;
static float m_TilemapToWorldYScale = Mathf.Pow(1 - Mathf.Pow(0.5f, 2f), 0.5f);
///
/// Converts a Tilemap Position to World Position.
///
/// Tilemap Position to convert.
/// World Position.
public static Vector3 TilemapPositionToWorldPosition(Vector3Int tilemapPosition)
{
Vector3 worldPosition = new Vector3(tilemapPosition.x, tilemapPosition.y);
if (tilemapPosition.y % 2 != 0)
worldPosition.x += 0.5f;
worldPosition.y *= m_TilemapToWorldYScale;
return worldPosition;
}
///
/// Converts a World Position to Tilemap Position.
///
/// World Position to convert.
/// Tilemap Position.
public static Vector3Int WorldPositionToTilemapPosition(Vector3 worldPosition)
{
worldPosition.y /= m_TilemapToWorldYScale;
Vector3Int tilemapPosition = new Vector3Int();
tilemapPosition.y = Mathf.RoundToInt(worldPosition.y);
if (tilemapPosition.y % 2 != 0)
tilemapPosition.x = Mathf.RoundToInt(worldPosition.x - 0.5f);
else
tilemapPosition.x = Mathf.RoundToInt(worldPosition.x);
return tilemapPosition;
}
///
/// Get the offset for the given position with the given offset.
///
/// Position to offset.
/// Offset for the position.
/// The offset position.
public override Vector3Int GetOffsetPosition(Vector3Int position, Vector3Int offset)
{
Vector3Int offsetPosition = position + offset;
if (offset.y % 2 != 0 && position.y % 2 != 0)
offsetPosition.x += 1;
return offsetPosition;
}
///
/// Get the reversed offset for the given position with the given offset.
///
/// Position to offset.
/// Offset for the position.
/// The reversed offset position.
public override Vector3Int GetOffsetPositionReverse(Vector3Int position, Vector3Int offset)
{
return GetOffsetPosition(position, GetRotatedPosition(offset, 180));
}
///
/// Gets a rotated position given its original position and the rotation in degrees.
///
/// Original position of Tile.
/// Rotation in degrees.
/// Rotated position of Tile.
public override Vector3Int GetRotatedPosition(Vector3Int position, int rotation)
{
if (rotation != 0)
{
Vector3 worldPosition = TilemapPositionToWorldPosition(position);
int index = rotation / 60;
if (m_FlatTop)
{
worldPosition = new Vector3(
worldPosition.x * m_CosAngleArr2[index] - worldPosition.y * m_SinAngleArr2[index],
worldPosition.x * m_SinAngleArr2[index] + worldPosition.y * m_CosAngleArr2[index]
);
}
else
{
worldPosition = new Vector3(
worldPosition.x * m_CosAngleArr1[index] - worldPosition.y * m_SinAngleArr1[index],
worldPosition.x * m_SinAngleArr1[index] + worldPosition.y * m_CosAngleArr1[index]
);
}
position = WorldPositionToTilemapPosition(worldPosition);
}
return position;
}
///
/// Gets a mirrored position given its original position and the mirroring axii.
///
/// Original position of Tile.
/// Mirror in the X Axis.
/// Mirror in the Y Axis.
/// Mirrored position of Tile.
public override Vector3Int GetMirroredPosition(Vector3Int position, bool mirrorX, bool mirrorY)
{
if (mirrorX || mirrorY)
{
Vector3 worldPosition = TilemapPositionToWorldPosition(position);
if (m_FlatTop)
{
if (mirrorX)
worldPosition.y *= -1;
if (mirrorY)
worldPosition.x *= -1;
}
else
{
if (mirrorX)
worldPosition.x *= -1;
if (mirrorY)
worldPosition.y *= -1;
}
position = WorldPositionToTilemapPosition(worldPosition);
}
return position;
}
}
}