void SaveAsTile(GameObject go)
        {
            var builder = FindObjectOfType <LevelBuilder>();

            if (!builder)
            {
                Debug.LogWarning("Create a level builder in scene."); return;
            }
            if (!builder.tileSet)
            {
                Debug.LogWarning("Add a tileatlas to builder."); return;
            }
            var newTile = TileObject.CreateNewTileFileFromPrefabs(go);

            builder.tileSet.tiles.Add(newTile);
            builder.tileSet.GetDictionaryFromList();
        }
        private void OnGUI()
        {
            if (!CheckForRequirements())
            {
                return;
            }
            EditorGUILayout.BeginHorizontal();
            painting = GUILayout.Toggle(painting, "painting", "Button");
            EditorGUILayout.LabelField(new GUIContent(layerIndex + ":" + paletteIndex), GUILayout.Width(30));
            EditorGUILayout.EndHorizontal();
            brushRotation = EditorGUILayout.Vector3Field("Brush Direction", brushRotation);
            //if (painting)
            {
                //if (layerIndex < -1 || layerIndex >= t.tileSet.layers.Count) return;
                layerIndex   = Mathf.Clamp(layerIndex, -1, t.tileSet.layers.Count - 1);
                paletteIndex = Mathf.Clamp(paletteIndex, 0,
                                           layerIndex == -1 ? (t.tileSet.tiles.Count - 1) : (t.tileSet.layers[layerIndex].layerObjects.Count - 1));
                paletteIndex = Mathf.Max(0, paletteIndex);
                if (layerIndex == -1)
                {
                    selectedTileGuid = t.tileSet.tiles[paletteIndex].guid;
                }
                else if (t.tileSet.layers[layerIndex]?.layerObjects.Count > 0)
                {
                    selectedTileGuid = t.tileSet.layers[layerIndex]?.layerObjects[paletteIndex]?.guid;
                }
                if (!string.IsNullOrEmpty(selectedTileGuid))
                {
                    t.tileSet.TileFromGuid.TryGetValue(selectedTileGuid, out selectedTile);
                }
                if (!selectedTile)
                {
                    selectedTile     = t.tileSet.tiles[0];
                    selectedTileGuid = selectedTile.guid;
                }
            }
            EditorGUILayout.BeginHorizontal();
            EditorGUILayout.PrefixLabel("Grid Visibility ");
            rasterVisibility = (RasterVisibility)EditorGUILayout.EnumPopup(rasterVisibility);
            rasterColor      = EditorGUILayout.ColorField(rasterColor);
            EditorGUILayout.EndHorizontal();
            EditorGUILayout.BeginHorizontal();
            targetHeigth = EditorGUILayout.IntField("Heigth: ", targetHeigth);
            // activeLayer = EditorGUILayout.IntField("Layer:", activeLayer);
            EditorGUILayout.EndHorizontal();
            Event e = Event.current;

            if (e.type == EventType.DragUpdated || e.type == EventType.DragPerform)
            {
                Rect myRect = GUILayoutUtility.GetRect(100, 40, GUILayout.ExpandWidth(true), GUILayout.ExpandHeight(true));
                GUI.Box(myRect, "Drag and Drop Prefabs to this Box!");
                if (myRect.Contains(e.mousePosition))
                {
                    if (e.type == EventType.DragUpdated)
                    {
                        DragAndDrop.visualMode = DragAndDropVisualMode.Move;
                    }
                    if (e.type == EventType.DragPerform)
                    {
                        DragAndDrop.visualMode = DragAndDropVisualMode.Copy;
                        //Debug.Log(DragAndDrop.objectReferences.Length);
                        for (int i = 0; i < DragAndDrop.objectReferences.Length; i++)
                        {
                            var draggedTile = DragAndDrop.objectReferences[i] as TileObject;
                            if (!draggedTile)
                            {
                                var draggedGameObject = DragAndDrop.objectReferences[i] as GameObject;
                                draggedTile = TileObject.CreateNewTileFileFromPrefabs(false, draggedGameObject);
                                AssetDatabase.AddObjectToAsset(draggedTile, t.tileSet);
                            }
                            t.tileSet.tiles.Add(draggedTile);
                            if (layerIndex != -1)
                            {
                                t.tileSet.layers[layerIndex].layerObjects.Add(draggedTile);
                            }
                        }
                        t.tileSet.GetDictionaryFromList();
                        DragAndDrop.AcceptDrag();
                        e.Use();
                        AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(t.tileSet));
                    }
                }
            }
            DrawPalette(t.tileSet, Event.current);
            if (GUILayout.Button("Select Atlas"))
            {
                Selection.activeObject = t.tileSet;
            }
            if (GUILayout.Button("Clear Level"))
            {
                t.ClearLevel();
            }
        }
Beispiel #3
0
        public static TileObject TileFromSprite(Sprite sprite)
        {
            var go = PrefabFromSprite(sprite);

            return(TileObject.CreateNewTileFileFromPrefabs(go));
        }
Beispiel #4
0
        public static List <TileObject> GenerateFromSpriteSheet(string path, bool isRelativePath)
        {
            string filePath = isRelativePath ? path : ("Assets" + path.Substring(Application.dataPath.Length));

            List <TileObject> export = new List <TileObject>();

            var    tex        = AssetDatabase.LoadAssetAtPath <Texture2D>(filePath);
            string folderPath = filePath.Substring(0, filePath.LastIndexOf("/") + 1) + tex.name;

            EnsureFolders(filePath, tex.name);
            Material mat = MaterialFromTex(tex, folderPath);

            Sprite[] sprites = AssetDatabase.LoadAllAssetsAtPath(filePath).OfType <Sprite>().ToArray();
            //Mesh mesh = new Mesh();
            //mesh.subMeshCount = sprites.Length;
            //List<Vector3> allVerts = new List<Vector3>();
            //List<Vector2> allUVs = new List<Vector2>();
            //List<ContainerForSubMesh> submeshes = new List<ContainerForSubMesh>();
            for (int index = 0; index < sprites.Length; index++)
            {
                var sprite = sprites[index];
                Debug.Log("Creating " + sprite.name);
                //foreach (var vert in sprite.vertices)
                //    Debug.Log("vert: (" + vert.x.ToString("0.00") + ";" + vert.y.ToString("0.00") + ")");
                //foreach (var uv in sprite.uv)
                //    Debug.Log("uv: (" + uv.x.ToString("0.00") + ";" + uv.y.ToString("0.00") + ")");
                //return;

                Vector3[] verts = new Vector3[sprite.vertices.Length];
                Vector2[] uvs   = new Vector2[sprite.uv.Length];
                for (int i = 0; i < verts.Length; i++)
                {
                    verts[i] = new Vector3(sprite.vertices[i].x, 0f, sprite.vertices[i].y);
                    uvs[i]   = sprite.uv[i];
                }
                int[] faces = new int[sprite.triangles.Length];
                for (int i = 0; i < faces.Length; i++)
                {
                    //Debug.Log(index + " : face " + sprite.triangles[i]);
                    faces[i] = sprite.triangles[i];// + vertOffset;
                }

                Mesh mesh = new Mesh();
                mesh.name = sprite.name;
                mesh.SetVertices(verts);
                mesh.SetUVs(0, uvs);
                mesh.SetTriangles(faces, 0);
                AssetDatabase.CreateAsset(mesh, folderPath + "/meshes/" + sprite.name + ".asset");
                AssetDatabase.SaveAssets();
                GameObject meshHolder = new GameObject();
                var        filter     = meshHolder.AddComponent <MeshFilter>();
                filter.sharedMesh = AssetDatabase.LoadAssetAtPath <Mesh>(folderPath + "/meshes/" + sprite.name + ".asset");
                var rend = meshHolder.AddComponent <MeshRenderer>();
                rend.sharedMaterial = mat;
                var go = PrefabUtility.SaveAsPrefabAsset(meshHolder, folderPath + "/prefabs/" + sprite.name + ".prefab");
                export.Add(TileObject.CreateNewTileFileFromPrefabs(go));
                GameObject.DestroyImmediate(meshHolder);
                //submeshes.Add(new ContainerForSubMesh(verts, uvs, faces));
                //allVerts.AddRange(verts);
                //allUVs.AddRange(uvs);
            }
            //mesh.SetVertices(allVerts);
            //mesh.SetUVs(0, allUVs);
            //for (int i = 0; i < submeshes.Count; i++)
            //{
            //    mesh.SetTriangles(submeshes[i].faces, i);
            //    //submeshes[i].DrawDebugMesh(3f);
            //}
            //string savePath = filePath.Substring(0, filePath.LastIndexOf("/") + 1) + tex.name + "-mesh.asset";
            //AssetDatabase.CreateAsset(mesh, savePath);
            AssetDatabase.SaveAssets();
            AssetDatabase.Refresh();
            return(export);
        }