581 lines
25 KiB
C#
581 lines
25 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.Tilemaps;
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using Event = UnityEngine.Event;
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namespace UnityEditor.Tilemaps
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{
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internal static class GridEditorUtility
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{
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private const int k_GridGizmoVertexCount = 32000;
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private const float k_GridGizmoDistanceFalloff = 50f;
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public static Vector3Int ClampToGrid(Vector3Int p, Vector2Int origin, Vector2Int gridSize)
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{
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return new Vector3Int(
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Math.Max(Math.Min(p.x, origin.x + gridSize.x - 1), origin.x),
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Math.Max(Math.Min(p.y, origin.y + gridSize.y - 1), origin.y),
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p.z
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);
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}
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public static Vector3 ScreenToLocal(Transform transform, Vector2 screenPosition)
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{
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return ScreenToLocal(transform, screenPosition, new Plane(transform.forward * -1f, transform.position));
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}
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public static Vector3 ScreenToLocal(Transform transform, Vector2 screenPosition, Plane plane)
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{
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Ray ray;
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if (Camera.current.orthographic)
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{
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Vector2 screen = EditorGUIUtility.PointsToPixels(GUIClip.Unclip(screenPosition));
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screen.y = Camera.current.pixelHeight - screen.y;
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Vector3 cameraWorldPoint = Camera.current.ScreenToWorldPoint(screen);
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ray = new Ray(cameraWorldPoint, Camera.current.transform.forward);
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}
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else
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{
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ray = HandleUtility.GUIPointToWorldRay(screenPosition);
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}
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float result;
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plane.Raycast(ray, out result);
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Vector3 world = ray.GetPoint(result);
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return transform.InverseTransformPoint(world);
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}
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public static RectInt GetMarqueeRect(Vector2Int p1, Vector2Int p2)
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{
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return new RectInt(
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Math.Min(p1.x, p2.x),
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Math.Min(p1.y, p2.y),
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Math.Abs(p2.x - p1.x) + 1,
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Math.Abs(p2.y - p1.y) + 1
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);
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}
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public static BoundsInt GetMarqueeBounds(Vector3Int p1, Vector3Int p2)
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{
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return new BoundsInt(
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Math.Min(p1.x, p2.x),
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Math.Min(p1.y, p2.y),
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Math.Min(p1.z, p2.z),
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Math.Abs(p2.x - p1.x) + 1,
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Math.Abs(p2.y - p1.y) + 1,
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Math.Abs(p2.z - p1.z) + 1
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);
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}
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// http://ericw.ca/notes/bresenhams-line-algorithm-in-csharp.html
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public static IEnumerable<Vector2Int> GetPointsOnLine(Vector2Int p1, Vector2Int p2)
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{
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int x0 = p1.x;
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int y0 = p1.y;
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int x1 = p2.x;
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int y1 = p2.y;
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bool steep = Math.Abs(y1 - y0) > Math.Abs(x1 - x0);
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if (steep)
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{
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int t;
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t = x0; // swap x0 and y0
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x0 = y0;
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y0 = t;
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t = x1; // swap x1 and y1
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x1 = y1;
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y1 = t;
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}
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if (x0 > x1)
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{
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int t;
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t = x0; // swap x0 and x1
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x0 = x1;
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x1 = t;
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t = y0; // swap y0 and y1
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y0 = y1;
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y1 = t;
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}
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int dx = x1 - x0;
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int dy = Math.Abs(y1 - y0);
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int error = dx / 2;
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int ystep = (y0 < y1) ? 1 : -1;
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int y = y0;
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for (int x = x0; x <= x1; x++)
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{
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yield return new Vector2Int((steep ? y : x), (steep ? x : y));
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error = error - dy;
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if (error < 0)
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{
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y += ystep;
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error += dx;
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}
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}
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}
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public static void DrawBatchedHorizontalLine(float x1, float x2, float y)
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{
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GL.Vertex3(x1, y, 0f);
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GL.Vertex3(x2, y, 0f);
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GL.Vertex3(x2, y + 1, 0f);
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GL.Vertex3(x1, y + 1, 0f);
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}
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public static void DrawBatchedVerticalLine(float y1, float y2, float x)
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{
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GL.Vertex3(x, y1, 0f);
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GL.Vertex3(x, y2, 0f);
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GL.Vertex3(x + 1, y2, 0f);
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GL.Vertex3(x + 1, y1, 0f);
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}
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public static void DrawBatchedLine(Vector3 p1, Vector3 p2)
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{
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GL.Vertex3(p1.x, p1.y, p1.z);
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GL.Vertex3(p2.x, p2.y, p2.z);
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}
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public static void DrawLine(Vector2 p1, Vector2 p2, Color color)
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{
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if (Event.current.type != EventType.Repaint)
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return;
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HandleUtility.ApplyWireMaterial();
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GL.PushMatrix();
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GL.MultMatrix(GUI.matrix);
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GL.Begin(GL.LINES);
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GL.Color(color);
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DrawBatchedLine(p1, p2);
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GL.End();
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GL.PopMatrix();
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}
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public static void DrawBox(Rect r, Color color)
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{
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if (Event.current.type != EventType.Repaint)
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return;
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HandleUtility.ApplyWireMaterial();
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GL.PushMatrix();
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GL.MultMatrix(GUI.matrix);
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GL.Begin(GL.LINES);
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GL.Color(color);
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DrawBatchedLine(new Vector3(r.xMin, r.yMin, 0f), new Vector3(r.xMax, r.yMin, 0f));
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DrawBatchedLine(new Vector3(r.xMax, r.yMin, 0f), new Vector3(r.xMax, r.yMax, 0f));
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DrawBatchedLine(new Vector3(r.xMax, r.yMax, 0f), new Vector3(r.xMin, r.yMax, 0f));
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DrawBatchedLine(new Vector3(r.xMin, r.yMax, 0f), new Vector3(r.xMin, r.yMin, 0f));
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GL.End();
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GL.PopMatrix();
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}
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public static void DrawFilledBox(Rect r, Color color)
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{
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if (Event.current.type != EventType.Repaint)
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return;
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HandleUtility.ApplyWireMaterial();
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GL.PushMatrix();
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GL.MultMatrix(GUI.matrix);
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GL.Begin(GL.QUADS);
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GL.Color(color);
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GL.Vertex3(r.xMin, r.yMin, 0f);
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GL.Vertex3(r.xMax, r.yMin, 0f);
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GL.Vertex3(r.xMax, r.yMax, 0f);
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GL.Vertex3(r.xMin, r.yMax, 0f);
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GL.End();
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GL.PopMatrix();
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}
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public static void DrawGridMarquee(GridLayout gridLayout, BoundsInt area, Color color)
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{
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if (gridLayout == null)
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return;
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switch (gridLayout.cellLayout)
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{
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case GridLayout.CellLayout.Hexagon:
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DrawSelectedHexGridArea(gridLayout, area, color);
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break;
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case GridLayout.CellLayout.Isometric:
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case GridLayout.CellLayout.IsometricZAsY:
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case GridLayout.CellLayout.Rectangle:
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var cellStride = gridLayout.cellSize + gridLayout.cellGap;
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var cellGap = Vector3.one;
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if (!Mathf.Approximately(cellStride.x, 0f))
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{
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cellGap.x = gridLayout.cellSize.x / cellStride.x;
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}
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if (!Mathf.Approximately(cellStride.y, 0f))
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{
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cellGap.y = gridLayout.cellSize.y / cellStride.y;
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}
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Vector3[] cellLocals =
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{
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gridLayout.CellToLocal(new Vector3Int(area.xMin, area.yMin, area.zMin)),
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gridLayout.CellToLocalInterpolated(new Vector3(area.xMax - 1 + cellGap.x, area.yMin, area.zMin)),
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gridLayout.CellToLocalInterpolated(new Vector3(area.xMax - 1 + cellGap.x, area.yMax - 1 + cellGap.y, area.zMin)),
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gridLayout.CellToLocalInterpolated(new Vector3(area.xMin, area.yMax - 1 + cellGap.y, area.zMin))
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};
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HandleUtility.ApplyWireMaterial();
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GL.PushMatrix();
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GL.MultMatrix(gridLayout.transform.localToWorldMatrix);
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GL.Begin(GL.LINES);
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GL.Color(color);
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int i = 0;
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for (int j = cellLocals.Length - 1; i < cellLocals.Length; j = i++)
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DrawBatchedLine(cellLocals[j], cellLocals[i]);
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GL.End();
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GL.PopMatrix();
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break;
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}
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}
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public static void DrawSelectedHexGridArea(GridLayout gridLayout, BoundsInt area, Color color)
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{
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int requiredVertices = 4 * (area.size.x + area.size.y) - 2;
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if (requiredVertices < 0)
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return;
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Vector3[] cellLocals = new Vector3[requiredVertices];
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int horizontalCount = area.size.x * 2;
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int verticalCount = area.size.y * 2 - 1;
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int bottom = 0;
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int top = horizontalCount + verticalCount + horizontalCount - 1;
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int left = requiredVertices - 1;
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int right = horizontalCount;
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Vector3[] cellOffset =
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{
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Grid.Swizzle(gridLayout.cellSwizzle, new Vector3(0, gridLayout.cellSize.y / 2, 0)),
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Grid.Swizzle(gridLayout.cellSwizzle, new Vector3(gridLayout.cellSize.x / 2, gridLayout.cellSize.y / 4, 0)),
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Grid.Swizzle(gridLayout.cellSwizzle, new Vector3(gridLayout.cellSize.x / 2, -gridLayout.cellSize.y / 4, 0)),
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Grid.Swizzle(gridLayout.cellSwizzle, new Vector3(0, -gridLayout.cellSize.y / 2, 0)),
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Grid.Swizzle(gridLayout.cellSwizzle, new Vector3(-gridLayout.cellSize.x / 2, -gridLayout.cellSize.y / 4, 0)),
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Grid.Swizzle(gridLayout.cellSwizzle, new Vector3(-gridLayout.cellSize.x / 2, gridLayout.cellSize.y / 4, 0))
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};
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// Fill Top and Bottom Vertices
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for (int x = area.min.x; x < area.max.x; x++)
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{
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cellLocals[bottom++] = gridLayout.CellToLocal(new Vector3Int(x, area.min.y, area.zMin)) + cellOffset[4];
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cellLocals[bottom++] = gridLayout.CellToLocal(new Vector3Int(x, area.min.y, area.zMin)) + cellOffset[3];
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cellLocals[top--] = gridLayout.CellToLocal(new Vector3Int(x, area.max.y - 1, area.zMin)) + cellOffset[0];
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cellLocals[top--] = gridLayout.CellToLocal(new Vector3Int(x, area.max.y - 1, area.zMin)) + cellOffset[1];
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}
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// Fill first Left and Right Vertices
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cellLocals[left--] = gridLayout.CellToLocal(new Vector3Int(area.min.x, area.min.y, area.zMin)) + cellOffset[5];
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cellLocals[top--] = gridLayout.CellToLocal(new Vector3Int(area.max.x - 1, area.max.y - 1, area.zMin)) + cellOffset[2];
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// Fill Left and Right Vertices
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for (int y = area.min.y + 1; y < area.max.y; y++)
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{
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cellLocals[left--] = gridLayout.CellToLocal(new Vector3Int(area.min.x, y, area.zMin)) + cellOffset[4];
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cellLocals[left--] = gridLayout.CellToLocal(new Vector3Int(area.min.x, y, area.zMin)) + cellOffset[5];
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}
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for (int y = area.min.y; y < (area.max.y - 1); y++)
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{
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cellLocals[right++] = gridLayout.CellToLocal(new Vector3Int(area.max.x - 1, y, area.zMin)) + cellOffset[2];
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cellLocals[right++] = gridLayout.CellToLocal(new Vector3Int(area.max.x - 1, y, area.zMin)) + cellOffset[1];
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}
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HandleUtility.ApplyWireMaterial();
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GL.PushMatrix();
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GL.MultMatrix(gridLayout.transform.localToWorldMatrix);
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GL.Begin(GL.LINES);
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GL.Color(color);
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int i = 0;
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for (int j = cellLocals.Length - 1; i < cellLocals.Length; j = i++)
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{
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DrawBatchedLine(cellLocals[j], cellLocals[i]);
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}
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GL.End();
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GL.PopMatrix();
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}
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public static void DrawGridGizmo(GridLayout gridLayout, Transform transform, Color color, ref Mesh gridMesh, ref Material gridMaterial)
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{
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// TODO: Hook this up with DrawGrid
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if (Event.current.type != EventType.Repaint)
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return;
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if (gridMesh == null)
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gridMesh = GenerateCachedGridMesh(gridLayout, color);
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if (gridMaterial == null)
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{
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gridMaterial = (Material)EditorGUIUtility.LoadRequired("SceneView/GridGap.mat");
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}
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if (gridLayout.cellLayout == GridLayout.CellLayout.Hexagon)
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{
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gridMaterial.SetVector("_Gap", new Vector4(1f, 1f / 3f, 1f, 1f));
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gridMaterial.SetVector("_Stride", new Vector4(1f, 1f, 1f, 1f));
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}
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else
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{
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gridMaterial.SetVector("_Gap", gridLayout.cellSize);
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gridMaterial.SetVector("_Stride", gridLayout.cellGap + gridLayout.cellSize);
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}
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gridMaterial.SetPass(0);
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GL.PushMatrix();
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if (gridMesh.GetTopology(0) == MeshTopology.Lines)
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GL.Begin(GL.LINES);
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else
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GL.Begin(GL.QUADS);
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Graphics.DrawMeshNow(gridMesh, transform.localToWorldMatrix);
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GL.End();
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GL.PopMatrix();
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}
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public static Vector3 GetSpriteWorldSize(Sprite sprite)
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{
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if (sprite != null && sprite.rect.size.magnitude > 0f)
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{
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return new Vector3(
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sprite.rect.size.x / sprite.pixelsPerUnit,
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sprite.rect.size.y / sprite.pixelsPerUnit,
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1f
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);
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}
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return Vector3.one;
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}
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private static Mesh GenerateCachedGridMesh(GridLayout gridLayout, Color color)
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{
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switch (gridLayout.cellLayout)
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{
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case GridLayout.CellLayout.Hexagon:
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return GenerateCachedHexagonalGridMesh(gridLayout, color);
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case GridLayout.CellLayout.Isometric:
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case GridLayout.CellLayout.IsometricZAsY:
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case GridLayout.CellLayout.Rectangle:
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int min = k_GridGizmoVertexCount / -32;
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int max = min * -1;
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int numCells = max - min;
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RectInt bounds = new RectInt(min, min, numCells, numCells);
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return GenerateCachedGridMesh(gridLayout, color, 0f, bounds, MeshTopology.Lines);
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}
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return null;
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}
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public static Mesh GenerateCachedGridMesh(GridLayout gridLayout, Color color, float screenPixelSize, RectInt bounds, MeshTopology topology)
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{
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Mesh mesh = new Mesh();
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mesh.hideFlags = HideFlags.HideAndDontSave;
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int vertex = 0;
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int totalVertices = topology == MeshTopology.Quads ?
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8 * (bounds.size.x + bounds.size.y) :
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4 * (bounds.size.x + bounds.size.y);
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Vector3 horizontalPixelOffset = new Vector3(screenPixelSize, 0f, 0f);
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Vector3 verticalPixelOffset = new Vector3(0f, screenPixelSize, 0f);
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Vector3[] vertices = new Vector3[totalVertices];
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Vector2[] uvs2 = new Vector2[totalVertices];
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Vector3 cellStride = gridLayout.cellSize + gridLayout.cellGap;
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Vector3Int minPosition = new Vector3Int(0, bounds.min.y, 0);
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Vector3Int maxPosition = new Vector3Int(0, bounds.max.y, 0);
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Vector3 cellGap = Vector3.zero;
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if (!Mathf.Approximately(cellStride.x, 0f))
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{
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cellGap.x = gridLayout.cellSize.x / cellStride.x;
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}
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for (int x = bounds.min.x; x < bounds.max.x; x++)
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{
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minPosition.x = x;
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maxPosition.x = x;
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vertices[vertex + 0] = gridLayout.CellToLocal(minPosition);
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vertices[vertex + 1] = gridLayout.CellToLocal(maxPosition);
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uvs2[vertex + 0] = Vector2.zero;
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uvs2[vertex + 1] = new Vector2(0f, cellStride.y * bounds.size.y);
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if (topology == MeshTopology.Quads)
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{
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vertices[vertex + 2] = gridLayout.CellToLocal(maxPosition) + horizontalPixelOffset;
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vertices[vertex + 3] = gridLayout.CellToLocal(minPosition) + horizontalPixelOffset;
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uvs2[vertex + 2] = new Vector2(0f, cellStride.y * bounds.size.y);
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uvs2[vertex + 3] = Vector2.zero;
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}
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vertex += topology == MeshTopology.Quads ? 4 : 2;
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vertices[vertex + 0] = gridLayout.CellToLocalInterpolated(minPosition + cellGap);
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vertices[vertex + 1] = gridLayout.CellToLocalInterpolated(maxPosition + cellGap);
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uvs2[vertex + 0] = Vector2.zero;
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uvs2[vertex + 1] = new Vector2(0f, cellStride.y * bounds.size.y);
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if (topology == MeshTopology.Quads)
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{
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vertices[vertex + 2] = gridLayout.CellToLocalInterpolated(maxPosition + cellGap) + horizontalPixelOffset;
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vertices[vertex + 3] = gridLayout.CellToLocalInterpolated(minPosition + cellGap) + horizontalPixelOffset;
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uvs2[vertex + 2] = new Vector2(0f, cellStride.y * bounds.size.y);
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uvs2[vertex + 3] = Vector2.zero;
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}
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vertex += topology == MeshTopology.Quads ? 4 : 2;
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}
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minPosition = new Vector3Int(bounds.min.x, 0, 0);
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maxPosition = new Vector3Int(bounds.max.x, 0, 0);
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cellGap = Vector3.zero;
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if (!Mathf.Approximately(cellStride.y, 0f))
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{
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cellGap.y = gridLayout.cellSize.y / cellStride.y;
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}
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for (int y = bounds.min.y; y < bounds.max.y; y++)
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{
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minPosition.y = y;
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maxPosition.y = y;
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vertices[vertex + 0] = gridLayout.CellToLocal(minPosition);
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vertices[vertex + 1] = gridLayout.CellToLocal(maxPosition);
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uvs2[vertex + 0] = Vector2.zero;
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uvs2[vertex + 1] = new Vector2(cellStride.x * bounds.size.x, 0f);
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if (topology == MeshTopology.Quads)
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{
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vertices[vertex + 2] = gridLayout.CellToLocal(maxPosition) + verticalPixelOffset;
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vertices[vertex + 3] = gridLayout.CellToLocal(minPosition) + verticalPixelOffset;
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uvs2[vertex + 2] = new Vector2(cellStride.x * bounds.size.x, 0f);
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uvs2[vertex + 3] = Vector2.zero;
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}
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vertex += topology == MeshTopology.Quads ? 4 : 2;
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vertices[vertex + 0] = gridLayout.CellToLocalInterpolated(minPosition + cellGap);
|
|
vertices[vertex + 1] = gridLayout.CellToLocalInterpolated(maxPosition + cellGap);
|
|
uvs2[vertex + 0] = Vector2.zero;
|
|
uvs2[vertex + 1] = new Vector2(cellStride.x * bounds.size.x, 0f);
|
|
if (topology == MeshTopology.Quads)
|
|
{
|
|
vertices[vertex + 2] = gridLayout.CellToLocalInterpolated(maxPosition + cellGap) + verticalPixelOffset;
|
|
vertices[vertex + 3] = gridLayout.CellToLocalInterpolated(minPosition + cellGap) + verticalPixelOffset;
|
|
uvs2[vertex + 2] = new Vector2(cellStride.x * bounds.size.x, 0f);
|
|
uvs2[vertex + 3] = Vector2.zero;
|
|
}
|
|
vertex += topology == MeshTopology.Quads ? 4 : 2;
|
|
}
|
|
|
|
var uv0 = new Vector2(k_GridGizmoDistanceFalloff, 0f);
|
|
var uvs = new Vector2[vertex];
|
|
var indices = new int[vertex];
|
|
var colors = new Color[vertex];
|
|
var normals = new Vector3[totalVertices]; // Normal channel stores the position of the other end point of the line.
|
|
var uvs3 = new Vector2[totalVertices]; // UV3 channel stores the UV2 value of the other end point of the line.
|
|
|
|
for (int i = 0; i < vertex; i++)
|
|
{
|
|
uvs[i] = uv0;
|
|
indices[i] = i;
|
|
colors[i] = color;
|
|
var alternate = i + ((i % 2) == 0 ? 1 : -1);
|
|
normals[i] = vertices[alternate];
|
|
uvs3[i] = uvs2[alternate];
|
|
}
|
|
|
|
mesh.vertices = vertices;
|
|
mesh.uv = uvs;
|
|
mesh.uv2 = uvs2;
|
|
mesh.uv3 = uvs3;
|
|
mesh.colors = colors;
|
|
mesh.normals = normals;
|
|
mesh.SetIndices(indices, topology, 0);
|
|
|
|
return mesh;
|
|
}
|
|
|
|
private static Mesh GenerateCachedHexagonalGridMesh(GridLayout gridLayout, Color color)
|
|
{
|
|
Mesh mesh = new Mesh();
|
|
mesh.hideFlags = HideFlags.HideAndDontSave;
|
|
int vertex = 0;
|
|
int max = k_GridGizmoVertexCount / (2 * (6 * 2));
|
|
max = (max / 4) * 4;
|
|
int min = -max;
|
|
float numVerticalCells = 6 * (max / 4);
|
|
int totalVertices = max * 2 * 6 * 2;
|
|
var cellStrideY = gridLayout.cellGap.y + gridLayout.cellSize.y;
|
|
var cellOffsetY = gridLayout.cellSize.y / 2;
|
|
var hexOffset = (1.0f / 3.0f);
|
|
var drawTotal = numVerticalCells * 2.0f * hexOffset;
|
|
var drawDiagTotal = 2 * drawTotal;
|
|
Vector3[] vertices = new Vector3[totalVertices];
|
|
Vector2[] uvs2 = new Vector2[totalVertices];
|
|
// Draw Vertical Lines
|
|
for (int x = min; x < max; x++)
|
|
{
|
|
vertices[vertex] = gridLayout.CellToLocal(new Vector3Int(x, min, 0));
|
|
vertices[vertex + 1] = gridLayout.CellToLocal(new Vector3Int(x, max, 0));
|
|
uvs2[vertex] = new Vector2(0f, 2 * hexOffset);
|
|
uvs2[vertex + 1] = new Vector2(0f, 2 * hexOffset + drawTotal);
|
|
vertex += 2;
|
|
// Alternate Row Offset
|
|
vertices[vertex] = gridLayout.CellToLocal(new Vector3Int(x, min - 1, 0));
|
|
vertices[vertex + 1] = gridLayout.CellToLocal(new Vector3Int(x, max - 1, 0));
|
|
uvs2[vertex] = new Vector2(0f, 2 * hexOffset);
|
|
uvs2[vertex + 1] = new Vector2(0f, 2 * hexOffset + drawTotal);
|
|
vertex += 2;
|
|
}
|
|
// Draw Diagonals
|
|
for (int y = min; y < max; y++)
|
|
{
|
|
float drawDiagOffset = ((y + 1) % 3) * hexOffset;
|
|
var cellOffSet = Grid.Swizzle(gridLayout.cellSwizzle, new Vector3(0f, y * cellStrideY + cellOffsetY, 0.0f));
|
|
// Slope Up
|
|
vertices[vertex] = gridLayout.CellToLocal(new Vector3Int(Mathf.RoundToInt(1.5f * min), min, 0)) + cellOffSet;
|
|
vertices[vertex + 1] = gridLayout.CellToLocal(new Vector3Int(Mathf.RoundToInt(1.5f * max), max, 0)) + cellOffSet;
|
|
uvs2[vertex] = new Vector2(0f, drawDiagOffset);
|
|
uvs2[vertex + 1] = new Vector2(0f, drawDiagOffset + drawDiagTotal);
|
|
vertex += 2;
|
|
// Slope Down
|
|
vertices[vertex] = gridLayout.CellToLocal(new Vector3Int(Mathf.RoundToInt(1.5f * max), min, 0)) + cellOffSet;
|
|
vertices[vertex + 1] = gridLayout.CellToLocal(new Vector3Int(Mathf.RoundToInt(1.5f * min), max, 0)) + cellOffSet;
|
|
uvs2[vertex] = new Vector2(0f, drawDiagOffset);
|
|
uvs2[vertex + 1] = new Vector2(0f, drawDiagOffset + drawDiagTotal);
|
|
vertex += 2;
|
|
// Alternate Row Offset
|
|
vertices[vertex] = gridLayout.CellToLocal(new Vector3Int(Mathf.RoundToInt(1.5f * min) + 1, min, 0)) + cellOffSet;
|
|
vertices[vertex + 1] = gridLayout.CellToLocal(new Vector3Int(Mathf.RoundToInt(1.5f * max) + 1, max, 0)) + cellOffSet;
|
|
uvs2[vertex] = new Vector2(0f, drawDiagOffset);
|
|
uvs2[vertex + 1] = new Vector2(0f, drawDiagOffset + drawDiagTotal);
|
|
vertex += 2;
|
|
vertices[vertex] = gridLayout.CellToLocal(new Vector3Int(Mathf.RoundToInt(1.5f * max) + 1, min, 0)) + cellOffSet;
|
|
vertices[vertex + 1] = gridLayout.CellToLocal(new Vector3Int(Mathf.RoundToInt(1.5f * min) + 1, max, 0)) + cellOffSet;
|
|
uvs2[vertex] = new Vector2(0f, drawDiagOffset);
|
|
uvs2[vertex + 1] = new Vector2(0f, drawDiagOffset + drawDiagTotal);
|
|
vertex += 2;
|
|
}
|
|
var uv0 = new Vector2(k_GridGizmoDistanceFalloff, 0f);
|
|
var indices = new int[totalVertices];
|
|
var uvs = new Vector2[totalVertices];
|
|
var colors = new Color[totalVertices];
|
|
var normals = new Vector3[totalVertices]; // Normal channel stores the position of the other end point of the line.
|
|
var uvs3 = new Vector2[totalVertices]; // UV3 channel stores the UV2 value of the other end point of the line.
|
|
|
|
for (int i = 0; i < totalVertices; i++)
|
|
{
|
|
uvs[i] = uv0;
|
|
indices[i] = i;
|
|
colors[i] = color;
|
|
var alternate = i + ((i % 2) == 0 ? 1 : -1);
|
|
normals[i] = vertices[alternate];
|
|
uvs3[i] = uvs2[alternate];
|
|
}
|
|
|
|
mesh.vertices = vertices;
|
|
mesh.uv = uvs;
|
|
mesh.uv2 = uvs2;
|
|
mesh.uv3 = uvs3;
|
|
mesh.colors = colors;
|
|
mesh.normals = normals;
|
|
mesh.SetIndices(indices, MeshTopology.Lines, 0);
|
|
return mesh;
|
|
}
|
|
}
|
|
}
|