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