Beispiel #1
0
        /// <summary>
        /// Generate a prefab based in object colider layer
        /// </summary>
        /// <param name="obj">Object which properties will be used to generate a prefab.</param>
        /// <param name="newColliderObject">if null add relative parent object,.</param>
        /// <returns>Generated Game Object containing the Collider.</returns>
        public void AddPrefabs(MapObject obj, GameObject newColliderObject = null, bool is2DColliders = false, bool addTileName = true)
        {
            int indexPrefab = 0;
            while ("".Equals(obj.GetPropertyAsString(indexPrefab + "-prefab")) == false)
            {
                string prefabName = obj.GetPropertyAsString(indexPrefab + "-prefab");
                string baseResourcePath = obj.GetPropertyAsString(indexPrefab + "-prefab path");
                UnityEngine.Object resourceObject = Resources.Load(baseResourcePath + prefabName);
                Resources.UnloadUnusedAssets();
                if (resourceObject != null)
                {
                    float zDepth = obj.GetPropertyAsFloat(indexPrefab + "-prefab z depth");
                    GameObject newPrefab = UnityEngine.Object.Instantiate(resourceObject) as GameObject;
                    //if (newColliderObject == null)
                    //{
                    //	newPrefab.transform.parent = MapObject.transform;
                    //	newPrefab.transform.localPosition = new Vector3(obj.Bounds.center.x, -obj.Bounds.center.y, zDepth);
                    //}
                    //else
                    //{
                    //	newPrefab.transform.parent = newColliderObject.transform;
                    //	newPrefab.transform.localPosition = new Vector3(0, 0, zDepth);
                    //}
                    newPrefab.transform.parent = MapObject.transform;
                    newPrefab.transform.localPosition = new Vector3(obj.Bounds.center.x, -obj.Bounds.center.y, zDepth);

                    // copy coliders from newColliderObject
                    // only copy if type of this object is diferent of "NoCollider"
                    if ("NoCollider".Equals(obj.Type) == false)
                    {
                        if (obj.GetPropertyAsBoolean(indexPrefab + "-prefab add collider"))
                        {
                            CopyCollider(obj, ref newColliderObject, ref newPrefab, is2DColliders);
                        }
                    }

                    newPrefab.name = (addTileName ? (_mapName + "_") : "") + obj.Name;
                    int indexMessage = 0;
                    string prefabMensage = obj.GetPropertyAsString(indexPrefab + "-prefab sendmessage " + indexMessage);
                    while ("".Equals(prefabMensage) == false)
                    {
                        string[] menssage = prefabMensage.Split(new[] { '|' }, StringSplitOptions.None);
                        if (menssage.Length == 2)
                        {
                            newPrefab.BroadcastMessage(menssage[0], menssage[1]);
                        }
                        indexMessage++;
                        prefabMensage = obj.GetPropertyAsString(indexPrefab + "-prefab sendmessage " + indexMessage);
                    }

                }
                else
                {
                    Debug.LogError("Prefab doesn't exist at: Resources/" + baseResourcePath + prefabName);
                }
                indexPrefab++;
            }
        }
Beispiel #2
0
        private void AddPolylineCollider3D(GameObject gameObject, MapObject obj, bool isTrigger = false, float zDepth = 0, float colliderWidth = 1.0f, bool innerCollision = false, bool createRigidbody = false, bool rigidbodyIsKinematic = true)
        {
            Mesh colliderMesh = new Mesh();
            colliderMesh.name = "Collider_" + obj.Name;
            MeshCollider mc = gameObject.AddComponent<MeshCollider>();

            mc.isTrigger = isTrigger || obj.Type.Equals(Object_Type_Trigger);

            List<Vector3> vertices = new List<Vector3>();
            List<int> triangles = new List<int>();

            GenerateVerticesAndTris(obj.Points, vertices, triangles, zDepth, colliderWidth, innerCollision);

            colliderMesh.vertices = vertices.ToArray();
            colliderMesh.uv = new Vector2[colliderMesh.vertices.Length];
            colliderMesh.uv2 = colliderMesh.uv;
            colliderMesh.uv2 = colliderMesh.uv;
            colliderMesh.triangles = triangles.ToArray();
            colliderMesh.RecalculateNormals();

            mc.sharedMesh = colliderMesh;

            if (createRigidbody)
            {
                gameObject.AddComponent<Rigidbody>();
                gameObject.GetComponent<Rigidbody>().isKinematic = rigidbodyIsKinematic;
            }

            if (obj.Rotation != 0)
                gameObject.transform.localRotation = Quaternion.AngleAxis(obj.Rotation, Vector3.forward);

            if (obj.GetPropertyAsBoolean(Property_CreateMesh))
            {
                if (gameObject.GetComponent<MeshFilter>() == null)
                    gameObject.AddComponent<MeshFilter>();

                if (gameObject.GetComponent<MeshRenderer>() == null)
                    gameObject.AddComponent<MeshRenderer>();

                MeshFilter _meshFilter = gameObject.GetComponent<MeshFilter>();
                if (mc != null)
                {
                    mc.sharedMesh.RecalculateBounds();
                    mc.sharedMesh.RecalculateNormals();
                    MathfExtensions.CalculateMeshTangents(mc.sharedMesh);
                    _meshFilter.sharedMesh = mc.sharedMesh;
                }
            }
            ApplyCustomProperties(gameObject, obj);
        }
Beispiel #3
0
        /// <summary>
        /// Generate a prefab based in object colider layer
        /// </summary>
        /// <param name="obj">Object which properties will be used to generate a prefab.</param>
        /// <param name="newColliderObject">if null add relative parent object,.</param>
        /// <param name="addTileName">true to add Map's name to the prefab name</param>
        /// <param name="is2DColliders">true to generate 2D colliders</param>
        /// <returns>Generated Game Object containing the Collider.</returns>
        public void AddPrefabs(MapObject obj, GameObject newColliderObject = null, bool is2DColliders = false, bool addTileName = true)
        {
            int indexPrefab = 0;
            while (obj.HasProperty(string.Concat(indexPrefab.ToString(), Property_PrefabName)))
            {
                string prefabName = obj.GetPropertyAsString(indexPrefab + Property_PrefabName);
                string baseResourcePath = obj.GetPropertyAsString(indexPrefab + Property_PrefabPath);
                UnityEngine.Object resourceObject = Resources.Load(baseResourcePath + prefabName);
                Resources.UnloadUnusedAssets();
                if (resourceObject != null)
                {
                    float zDepth = obj.GetPropertyAsFloat(indexPrefab + Property_PrefabZDepth);
                    GameObject newPrefab = UnityEngine.Object.Instantiate(resourceObject) as GameObject;

                    newPrefab.transform.parent = obj.ParentObjectLayer != null ? obj.ParentObjectLayer.LayerGameObject.transform : MapObject.transform;
                    newPrefab.transform.localPosition = TiledPositionToWorldPoint(new Vector3(obj.Bounds.center.x, obj.Bounds.center.y, zDepth));

                    // copy coliders from newColliderObject
                    // only copy if type of this object is diferent of "NoCollider"
                    if (obj.Type.Equals(Object_Type_NoCollider) == false)
                    {
                        if (obj.GetPropertyAsBoolean(indexPrefab + Property_PrefabAddCollider))
                        {
                            //CopyCollider(obj, ref newColliderObject, ref newPrefab, is2DColliders);
                            AddCollider(newPrefab, obj, obj.Type.Equals(Object_Type_Trigger), is2DColliders, zDepth);
                        }
                        else
                            // since custom properties are automatically added when a collider is added but this prefab has no collider, we must enforce them to be parsed
                            ApplyCustomProperties(newPrefab, obj);

                    }
                    else
                        // since custom properties are automatically added when a collider is added but this prefab has no collider, we must enforce them to be parsed
                        ApplyCustomProperties(newPrefab, obj);

                    if (obj.GetPropertyAsBoolean(indexPrefab + Property_PrefabFixColliderPosition))
                    {
                        // Mario: Fixed wrong position in instantiate prefabs
                        if(newColliderObject != null && newPrefab != null)
                            newPrefab.transform.position = newColliderObject.transform.position;
                    }

                    newPrefab.name = (addTileName ? (_mapName + "_") : "") + obj.Name;
                    int indexMessage = 1;
                    string prefabMensage = obj.GetPropertyAsString(indexPrefab + Property_PrefabSendMessage + indexMessage);
                    while (string.IsNullOrEmpty(prefabMensage) == false)
                    {
                        string[] menssage = prefabMensage.Split(new[] { '|' }, StringSplitOptions.None);
                        if (menssage.Length == 2)
                        {
                            newPrefab.BroadcastMessage(menssage[0], menssage[1]);
                        }
                        if (menssage.Length == 1)
                        {
                            newPrefab.BroadcastMessage(menssage[0]);
                        }
                        indexMessage++;
                        prefabMensage = obj.GetPropertyAsString(indexPrefab + Property_PrefabSendMessage + indexMessage);
                    }

                }
                else
                {
                    Debug.LogError("Prefab doesn't exist at: Resources/" + baseResourcePath + prefabName);
                }
                indexPrefab++;
            }
        }
Beispiel #4
0
        private void AddEllipseCollider3D(GameObject gameObject, MapObject obj, bool isTrigger = false, float zDepth = 0, float colliderWidth = 1.0f, bool createRigidbody = false, bool rigidbodyIsKinematic = true)
        {
            GameObject gameObjectMesh = null;
            if (Orientation != X_UniTMX.Orientation.Isometric && obj.Bounds.width == obj.Bounds.height)
            {
                CapsuleCollider cc = null;
                if (obj.GetPropertyAsBoolean(Property_CreateMesh))
                {
                    gameObjectMesh = GameObject.CreatePrimitive(PrimitiveType.Capsule);
                    gameObjectMesh.name = obj.Name;
                    gameObjectMesh.transform.parent = gameObject.transform;
                    gameObjectMesh.transform.localPosition = new Vector3(obj.Bounds.height / 2.0f, -obj.Bounds.width / 2.0f);

                    cc = gameObjectMesh.GetComponent<Collider>() as CapsuleCollider;
                    gameObjectMesh.GetComponent<Collider>().isTrigger = isTrigger || obj.Type.Equals(Object_Type_Trigger);
                    gameObjectMesh.transform.localScale = new Vector3(obj.Bounds.width, colliderWidth, obj.Bounds.height);
                    gameObjectMesh.transform.localRotation = Quaternion.AngleAxis(90, Vector3.right);
                }
                else
                {
                    cc = gameObject.AddComponent<CapsuleCollider>();

                    cc.isTrigger = isTrigger || obj.Type.Equals(Object_Type_Trigger);

                    cc.center = new Vector3(obj.Bounds.height / 2.0f, -obj.Bounds.width / 2.0f);

                    cc.direction = 0;
                    cc.radius = obj.Bounds.height / 2.0f;
                    cc.height = obj.Bounds.width;
                }
            }
            else
            {
                ApproximateEllipse3D(gameObject, obj, isTrigger, zDepth, colliderWidth, createRigidbody, rigidbodyIsKinematic);
            }

            if (createRigidbody)
            {
                gameObject.AddComponent<Rigidbody>();
                gameObject.GetComponent<Rigidbody>().isKinematic = rigidbodyIsKinematic;
            }

            if (obj.Rotation != 0)
                gameObject.transform.localRotation = Quaternion.AngleAxis(obj.Rotation, Vector3.forward);

            if(gameObjectMesh)
                ApplyCustomProperties(gameObjectMesh, obj);
            else
                ApplyCustomProperties(gameObject, obj);
        }
Beispiel #5
0
        private void AddBoxCollider3D(GameObject gameObject, MapObject obj, bool isTrigger = false, float zDepth = 0, float colliderWidth = 1.0f, bool createRigidbody = false, bool rigidbodyIsKinematic = true)
        {
            GameObject gameObjectMesh = null;
            // Orthogonal and Staggered maps can use BoxCollider, Isometric maps must use polygon collider
            if (Orientation != X_UniTMX.Orientation.Isometric)
            {
                if (obj.GetPropertyAsBoolean(Property_CreateMesh))
                {
                    gameObjectMesh = GameObject.CreatePrimitive(PrimitiveType.Cube);
                    gameObjectMesh.name = obj.Name;
                    gameObjectMesh.transform.parent = gameObject.transform;
                    gameObjectMesh.transform.localPosition = Vector3.zero;
                    gameObjectMesh.GetComponent<Collider>().isTrigger = isTrigger || obj.Type.Equals(Object_Type_Trigger);
                }
                else
                {
                    gameObject.AddComponent<BoxCollider>();
                    gameObject.GetComponent<Collider>().isTrigger = isTrigger || obj.Type.Equals(Object_Type_Trigger);
                }
                gameObject.transform.localScale = new Vector3(obj.Bounds.width, obj.Bounds.height, colliderWidth);
            }
            else
            {
                List<Vector2> points = new List<Vector2>();
                points.Add(new Vector2(obj.Bounds.xMin - obj.Bounds.x, obj.Bounds.yMax - obj.Bounds.y));
                points.Add(new Vector2(obj.Bounds.xMin - obj.Bounds.x, obj.Bounds.yMin - obj.Bounds.y));
                points.Add(new Vector2(obj.Bounds.xMax - obj.Bounds.x, obj.Bounds.yMin - obj.Bounds.y));
                points.Add(new Vector2(obj.Bounds.xMax - obj.Bounds.x, obj.Bounds.yMax - obj.Bounds.y));
                X_UniTMX.MapObject isoBox = new MapObject(obj.Name, obj.Type, obj.Bounds, obj.Properties, obj.GID, points, obj.Rotation, obj.ParentObjectLayer);

                AddPolygonCollider3D(gameObject, isoBox, isTrigger, zDepth, colliderWidth);
                //gameObject = GeneratePolygonCollider3D(isoBox, isTrigger, zDepth, colliderWidth);
            }

            if (createRigidbody)
            {
                gameObject.AddComponent<Rigidbody>();
                gameObject.GetComponent<Rigidbody>().isKinematic = rigidbodyIsKinematic;
            }

            if (obj.Rotation != 0)
                gameObject.transform.localRotation = Quaternion.AngleAxis(obj.Rotation, Vector3.forward);

            if(gameObjectMesh != null)
                ApplyCustomProperties(gameObjectMesh, obj);
            else
                ApplyCustomProperties(gameObject, obj);
        }
        public static void AddPolygonCollider3D(Map map, GameObject gameObject, MapObject obj, bool isTrigger = false, PhysicMaterial physicsMaterial = null, float zDepth = 0, float colliderWidth = 1.0f, bool innerCollision = false, bool createRigidbody = false, bool rigidbodyIsKinematic = true)
        {
            Mesh colliderMesh = new Mesh();
            colliderMesh.name = "Collider_" + obj.Name;
            MeshCollider mc = gameObject.AddComponent<MeshCollider>();

            mc.isTrigger = isTrigger || obj.Type.Equals(Map.Object_Type_Trigger);

            List<Vector3> vertices = new List<Vector3>();
            List<int> triangles = new List<int>();

            GenerateVerticesAndTris(map, obj.Points, vertices, triangles, zDepth, colliderWidth, innerCollision);

            // Connect last point with first point (create the face between them)
            triangles.Add(vertices.Count - 1);
            triangles.Add(1);
            triangles.Add(0);

            triangles.Add(0);
            triangles.Add(vertices.Count - 2);
            triangles.Add(vertices.Count - 1);

            // Fill Faces
            FillFaces(obj.Points, triangles);

            colliderMesh.vertices = vertices.ToArray();
            colliderMesh.uv = new Vector2[colliderMesh.vertices.Length];
            //colliderMesh.uv1 = colliderMesh.uv;
            colliderMesh.uv2 = colliderMesh.uv;
            colliderMesh.triangles = triangles.ToArray();
            colliderMesh.RecalculateNormals();

            mc.sharedMesh = colliderMesh;

            if (physicsMaterial != null)
                mc.sharedMaterial = physicsMaterial;

            if (createRigidbody)
            {
                Rigidbody r = gameObject.AddComponent<Rigidbody>();
                r.isKinematic = rigidbodyIsKinematic;
            }

            if (obj.Rotation != 0)
            {
                gameObject.transform.localRotation = Quaternion.AngleAxis(obj.Rotation, Vector3.forward);
            }

            if (obj.GetPropertyAsBoolean(Map.Property_CreateMesh))
            {
                if (gameObject.GetComponent<MeshFilter>() == null)
                    gameObject.AddComponent<MeshFilter>();

                if (gameObject.GetComponent<MeshRenderer>() == null)
                    gameObject.AddComponent<MeshRenderer>();

                MeshFilter _meshFilter = gameObject.GetComponent<MeshFilter>();
                if (mc != null)
                {
                    mc.sharedMesh.RecalculateBounds();
                    mc.sharedMesh.RecalculateNormals();
                    MathfExtensions.CalculateMeshTangents(mc.sharedMesh);
                    _meshFilter.sharedMesh = mc.sharedMesh;
                }
            }

            ApplyCustomProperties(gameObject, obj);

            // Link this collider to the MapObject
            obj.LinkedGameObject = gameObject;
        }
        public static void AddEllipseCollider3D(Map map, GameObject gameObject, MapObject obj, bool isTrigger = false, PhysicMaterial physicsMaterial = null, float zDepth = 0, float colliderWidth = 1.0f, bool createRigidbody = false, bool rigidbodyIsKinematic = true)
        {
            GameObject gameObjectMesh = null;
            if (map.MapRenderParameter.Orientation != X_UniTMX.Orientation.Isometric && obj.Bounds.width == obj.Bounds.height)
            {
                CapsuleCollider cc = null;
                if (obj.GetPropertyAsBoolean(Map.Property_CreateMesh))
                {
                    gameObjectMesh = GameObject.CreatePrimitive(PrimitiveType.Capsule);
                    gameObjectMesh.name = obj.Name;
                    gameObjectMesh.transform.parent = gameObject.transform;
                    gameObjectMesh.transform.localPosition = new Vector3(obj.Bounds.height / 2.0f, -obj.Bounds.width / 2.0f);

                    cc = gameObjectMesh.GetComponent<CapsuleCollider>();
                    cc.isTrigger = isTrigger || obj.Type.Equals(Map.Object_Type_Trigger);
                    gameObjectMesh.transform.localScale = new Vector3(obj.Bounds.width, colliderWidth, obj.Bounds.height);
                    gameObjectMesh.transform.localRotation = Quaternion.AngleAxis(90, Vector3.right);
                }
                else
                {
                    cc = gameObject.AddComponent<CapsuleCollider>();

                    cc.isTrigger = isTrigger || obj.Type.Equals(Map.Object_Type_Trigger);

                    cc.center = new Vector3(obj.Bounds.height / 2.0f, -obj.Bounds.width / 2.0f);

                    cc.direction = 0;
                    cc.radius = obj.Bounds.height / 2.0f;
                    cc.height = obj.Bounds.width;
                }
                if (physicsMaterial != null)
                    cc.sharedMaterial = physicsMaterial;
            }
            else
            {
                ApproximateEllipse3D(map, gameObject, obj, isTrigger, physicsMaterial, zDepth, colliderWidth, createRigidbody, rigidbodyIsKinematic);
            }

            if (createRigidbody)
            {
                Rigidbody r = gameObject.AddComponent<Rigidbody>();
                r.isKinematic = rigidbodyIsKinematic;
            }

            if (obj.Rotation != 0)
                gameObject.transform.localRotation = Quaternion.AngleAxis(obj.Rotation, Vector3.forward);

            if (gameObjectMesh)
                ApplyCustomProperties(gameObjectMesh, obj);
            else
                ApplyCustomProperties(gameObject, obj);

            // Link this collider to the MapObject
            obj.LinkedGameObject = gameObject;
        }
        /// <summary>
        /// Adds a 3D BoxCollider to a GameObject
        /// </summary>
        /// <param name="gameObject">GameObject to add the collider</param>
        /// <param name="obj">MapObject which properties will be used to generate this collider</param>
        /// <param name="isTrigger">True for Trigger Collider, false otherwise</param>
        /// <param name="physicsMaterial">PhysicMaterial to be set to the collider</param>
        /// <param name="zDepth">Z Depth of the collider</param>
        /// <param name="colliderWidth">Width of the collider, in Units</param>
        /// <param name="createRigidbody">True to attach a Rigidbody to the created collider</param>
        /// <param name="rigidbodyIsKinematic">Sets if the attached rigidbody is kinematic or not</param>
        public static void AddBoxCollider3D(Map map, GameObject gameObject, MapObject obj, bool isTrigger = false, PhysicMaterial physicsMaterial = null, float zDepth = 0, float colliderWidth = 1.0f, bool createRigidbody = false, bool rigidbodyIsKinematic = true)
        {
            GameObject gameObjectMesh = null;
            // Orthogonal and Staggered maps can use BoxCollider, Isometric maps must use polygon collider
            if (map.MapRenderParameter.Orientation != X_UniTMX.Orientation.Isometric)
            {
                BoxCollider boxCollider = null;
                if (obj.GetPropertyAsBoolean(Map.Property_CreateMesh))
                {
                    gameObjectMesh = GameObject.CreatePrimitive(PrimitiveType.Cube);
                    gameObjectMesh.name = obj.Name;
                    gameObjectMesh.transform.parent = gameObject.transform;
                    gameObjectMesh.transform.localPosition = new Vector3(0.5f, -0.5f);
                    boxCollider = gameObjectMesh.GetComponent<BoxCollider>();
                }
                else
                {
                    boxCollider = gameObject.AddComponent<BoxCollider>();
                    boxCollider.center = new Vector3(0.5f, -0.5f);
                }
                boxCollider.isTrigger = isTrigger || obj.Type.Equals(Map.Object_Type_Trigger);

                if (physicsMaterial != null)
                    boxCollider.sharedMaterial = physicsMaterial;

                gameObject.transform.localScale = new Vector3(obj.Bounds.width, obj.Bounds.height, colliderWidth);
            }
            else
            {
                List<Vector2> points = new List<Vector2>();
                points.Add(new Vector2(obj.Bounds.xMin - obj.Bounds.x, obj.Bounds.yMax - obj.Bounds.y));
                points.Add(new Vector2(obj.Bounds.xMin - obj.Bounds.x, obj.Bounds.yMin - obj.Bounds.y));
                points.Add(new Vector2(obj.Bounds.xMax - obj.Bounds.x, obj.Bounds.yMin - obj.Bounds.y));
                points.Add(new Vector2(obj.Bounds.xMax - obj.Bounds.x, obj.Bounds.yMax - obj.Bounds.y));
                X_UniTMX.MapObject isoBox = new MapObject(obj.Name, obj.Type, obj.Bounds, obj.Properties, obj.GID, points, obj.Rotation, obj.ParentObjectLayer);

                AddPolygonCollider3D(map, gameObject, isoBox, isTrigger, physicsMaterial, zDepth, colliderWidth);
                //gameObject = GeneratePolygonCollider3D(isoBox, isTrigger, zDepth, colliderWidth);
            }

            if (createRigidbody)
            {
                Rigidbody r = gameObject.AddComponent<Rigidbody>();
                r.isKinematic = rigidbodyIsKinematic;
            }

            if (obj.Rotation != 0)
                gameObject.transform.localRotation = Quaternion.AngleAxis(obj.Rotation, Vector3.forward);

            if (gameObjectMesh != null)
                ApplyCustomProperties(gameObjectMesh, obj);
            else
                ApplyCustomProperties(gameObject, obj);

            // Link this collider to the MapObject
            obj.LinkedGameObject = gameObject;
        }