Ejemplo n.º 1
0
        internal void OnGUI()
        {
            GUI.Label(new Rect(0, 0, position.width, position.height), GUIContent.none, "grey_border");
            GUILayout.Space(3);

            GUILayout.Label(Styles.header, EditorStyles.boldLabel);
            GUILayout.Space(4);

            GUILayout.BeginHorizontal();
            GUILayout.Label(Styles.nameLabel, GUILayout.Width(90f));
            m_Name = EditorGUILayout.TextField(m_Name);

            GUILayout.EndHorizontal();

            GUILayout.BeginHorizontal();
            GUILayout.Label(Styles.gridLabel, GUILayout.Width(90f));
            m_Layout = (Grid.CellLayout)EditorGUILayout.EnumPopup(m_Layout);
            GUILayout.EndHorizontal();

            GUILayout.BeginHorizontal();
            GUILayout.Label(Styles.sizeLabel, GUILayout.Width(90f));
            m_CellSizing = (GridPalette.CellSizing)EditorGUILayout.EnumPopup(m_CellSizing);
            GUILayout.EndHorizontal();

            using (new EditorGUI.DisabledScope(m_CellSizing == GridPalette.CellSizing.Automatic))
            {
                GUILayout.BeginHorizontal();
                GUILayout.Label(GUIContent.none, GUILayout.Width(90f));
                m_CellSize = EditorGUILayout.Vector3Field(GUIContent.none, m_CellSize);
                GUILayout.EndHorizontal();
            }

            GUILayout.Space(5f);

            // Cancel, Ok
            GUILayout.BeginHorizontal();
            GUILayout.Space(10);
            if (GUILayout.Button(Styles.cancel))
            {
                Close();
            }

            using (new EditorGUI.DisabledScope(String.IsNullOrEmpty(m_Name)))
            {
                if (GUILayout.Button(Styles.ok))
                {
                    GameObject go = GridPaletteUtility.CreateNewPaletteNamed(m_Name, m_Layout, m_CellSizing, m_CellSize);
                    if (go != null)
                    {
                        m_Owner.palette = go;
                        m_Owner.Repaint();
                    }
                    Close();
                    GUIUtility.ExitGUI();
                }
            }

            GUILayout.Space(10);
            GUILayout.EndHorizontal();
        }
        public override void Rotate(RotationDirection direction, Grid.CellLayout layout)
        {
            switch (layout)
            {
            case GridLayout.CellLayout.Hexagon:
            {
                var        rotationDirection = direction == RotationDirection.Clockwise ? 60 : -60;
                var        rotationAxis      = GridManager.Instance.GetRotationAxisVector();
                Quaternion orientation       = Quaternion.Euler(rotationAxis * rotationDirection);
                foreach (BrushCell cell in m_Cells)
                {
                    cell.orientation = cell.orientation * orientation;
                }
            }
            break;

            case Grid.CellLayout.Isometric:
            case Grid.CellLayout.IsometricZAsY:
            case GridLayout.CellLayout.Rectangle:
            {
                var        rotationDirection = direction == RotationDirection.Clockwise ? 90 : -90;
                var        rotationAxis      = GridManager.Instance.GetRotationAxisVector();
                Quaternion orientation       = Quaternion.Euler(rotationAxis * rotationDirection);
                foreach (BrushCell cell in m_Cells)
                {
                    cell.orientation = cell.orientation * orientation;
                }
#if UNITY_EDITOR
                // Rotate the selected tile in the collection (if any)
                TilePaletteGridTileBrushEditor.Instance.RotateSelectedTile(orientation);
#endif
            }
            break;
            }
        }
Ejemplo n.º 3
0
        public override void Rotate(RotationDirection direction, Grid.CellLayout layout)
        {
            Vector3Int oldSize = m_Size;

            BrushCell[] oldCells = m_Cells.Clone() as BrushCell[];
            size = new Vector3Int(oldSize.y, oldSize.x, oldSize.z);
            BoundsInt oldBounds = new BoundsInt(Vector3Int.zero, oldSize);

            foreach (Vector3Int oldPos in oldBounds.allPositionsWithin)
            {
                int newX      = direction == RotationDirection.Clockwise ? oldSize.y - oldPos.y - 1 : oldPos.y;
                int newY      = direction == RotationDirection.Clockwise ? oldPos.x : oldSize.x - oldPos.x - 1;
                int toIndex   = GetCellIndex(newX, newY, oldPos.z);
                int fromIndex = GetCellIndex(oldPos.x, oldPos.y, oldPos.z, oldSize.x, oldSize.y, oldSize.z);
                m_Cells[toIndex] = oldCells[fromIndex];
            }

            int newPivotX = direction == RotationDirection.Clockwise ? oldSize.y - pivot.y - 1 : pivot.y;
            int newPivotY = direction == RotationDirection.Clockwise ? pivot.x : oldSize.x - pivot.x - 1;

            pivot = new Vector3Int(newPivotX, newPivotY, pivot.z);

            Matrix4x4 rotation = direction == RotationDirection.Clockwise ? s_Clockwise : s_CounterClockwise;

            foreach (BrushCell cell in m_Cells)
            {
                Matrix4x4 oldMatrix = cell.matrix;
                cell.matrix = oldMatrix * rotation;
            }
        }
Ejemplo n.º 4
0
        /// <summary>
        /// Rotates the brush by 90 degrees in the given direction.
        /// </summary>
        /// <param name="direction">Direction to rotate by.</param>
        /// <param name="layout">Cell Layout for rotating.</param>
        public override void Rotate(RotationDirection direction, Grid.CellLayout layout)
        {
            Vector3Int oldSize = m_Size;

            BrushCell[] oldCells = m_Cells.Clone() as BrushCell[];
            size = new Vector3Int(oldSize.y, oldSize.x, oldSize.z);
            BoundsInt oldBounds = new BoundsInt(Vector3Int.zero, oldSize);

            foreach (Vector3Int oldPos in oldBounds.allPositionsWithin)
            {
                int newX      = direction == RotationDirection.Clockwise ? oldSize.y - oldPos.y - 1 : oldPos.y;
                int newY      = direction == RotationDirection.Clockwise ? oldPos.x : oldSize.x - oldPos.x - 1;
                int toIndex   = GetCellIndex(newX, newY, oldPos.z);
                int fromIndex = GetCellIndex(oldPos.x, oldPos.y, oldPos.z, oldSize.x, oldSize.y, oldSize.z);
                m_Cells[toIndex] = oldCells[fromIndex];
            }

            int newPivotX = direction == RotationDirection.Clockwise ? oldSize.y - pivot.y - 1 : pivot.y;
            int newPivotY = direction == RotationDirection.Clockwise ? pivot.x : oldSize.x - pivot.x - 1;

            pivot = new Vector3Int(newPivotX, newPivotY, pivot.z);

            Matrix4x4  rotation    = Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(0f, 0f, direction == RotationDirection.Clockwise ? 90f : -90f), Vector3.one);
            Quaternion orientation = Quaternion.Euler(0f, 0f, direction == RotationDirection.Clockwise ? 90f : -90f);

            foreach (BrushCell cell in m_Cells)
            {
                cell.offset      = rotation * cell.offset;
                cell.orientation = cell.orientation * orientation;
            }
        }
        public static GameObject CreateNewPalette(string folderPath, string name, Grid.CellLayout layout, GridPalette.CellSizing cellSizing, Vector3 cellSize, Grid.CellSwizzle swizzle)
        {
            GameObject temporaryGO = new GameObject(name);
            Grid       grid        = temporaryGO.AddComponent <Grid>();

            // We set size to kEpsilon to mark this as new uninitialized palette
            // Nice default size can be decided when first asset is dragged in
            grid.cellSize    = cellSize;
            grid.cellLayout  = layout;
            grid.cellSwizzle = swizzle;
            CreateNewLayer(temporaryGO, "Layer1", layout);

            string path = AssetDatabase.GenerateUniqueAssetPath(folderPath + "/" + name + ".prefab");

            Object      prefab  = PrefabUtility.CreateEmptyPrefab(path);
            GridPalette palette = GridPalette.CreateInstance <GridPalette>();

            palette.name       = "Palette Settings";
            palette.cellSizing = cellSizing;
            AssetDatabase.AddObjectToAsset(palette, prefab);
            PrefabUtility.ReplacePrefab(temporaryGO, prefab, ReplacePrefabOptions.Default);
            AssetDatabase.Refresh();

            GameObject.DestroyImmediate(temporaryGO);
            return(AssetDatabase.LoadAssetAtPath <GameObject>(path));
        }
Ejemplo n.º 6
0
        public static GameObject CreateNewLayer(GameObject paletteGO, string name, Grid.CellLayout layout)
        {
            GameObject newLayerGO = new GameObject(name);
            var        tilemap    = newLayerGO.AddComponent <Tilemap>();
            var        renderer   = newLayerGO.AddComponent <TilemapRenderer>();

            newLayerGO.transform.parent = paletteGO.transform;
            newLayerGO.layer            = paletteGO.layer;

            // Set defaults for certain layouts
            switch (layout)
            {
            case Grid.CellLayout.Hexagon:
            {
                tilemap.tileAnchor = Vector3.zero;
                break;
            }

            case Grid.CellLayout.Isometric:
            case Grid.CellLayout.IsometricZAsY:
            {
                // Difficult to frame isometric sprites, set generic cell size which suits most cases
                paletteGO.GetComponent <Grid>().cellSize = new Vector3(1f, 0.5f, 1f);
                renderer.sortOrder = TilemapRenderer.SortOrder.TopRight;
                break;
            }
            }

            return(newLayerGO);
        }
Ejemplo n.º 7
0
        public static GameObject CreateNewLayer(GameObject paletteGO, string name, Grid.CellLayout layout)
        {
            var new_layer_go = new GameObject(name);
            var tilemap      = new_layer_go.AddComponent <Tilemap>();
            var renderer     = new_layer_go.AddComponent <TilemapRenderer>();

            new_layer_go.transform.parent = paletteGO.transform;
            new_layer_go.layer            = paletteGO.layer;

            // Set defaults for certain layouts
            switch (layout)
            {
            case Grid.CellLayout.Hexagon: {
                tilemap.tileAnchor = Vector3.zero;
                break;
            }

            case Grid.CellLayout.Isometric:
            case Grid.CellLayout.IsometricZAsY: {
                renderer.sortOrder = TilemapRenderer.SortOrder.TopRight;
                break;
            }
            }

            return(new_layer_go);
        }
Ejemplo n.º 8
0
        public static GameObject CreateNewPalette(string folder_path, string name, Grid.CellLayout layout, GridPalette.CellSizing cell_sizing, Vector3 cell_size, Grid.CellSwizzle swizzle)
        {
            var tmp_go = new GameObject(name);
            var grid   = tmp_go.AddComponent <Grid>();

            // We set size to kEpsilon to mark this as new uninitialized palette
            // Nice default size can be decided when first asset is dragged in
            grid.cellSize    = cell_size;
            grid.cellLayout  = layout;
            grid.cellSwizzle = swizzle;
            CreateNewLayer(tmp_go, "Layer1", layout);

            var path = AssetDatabase.GenerateUniqueAssetPath(folder_path + "/" + name + ".prefab");

            Object prefab  = PrefabUtility.SaveAsPrefabAssetAndConnect(tmp_go, path, InteractionMode.AutomatedAction);
            var    palette = GridPalette.CreateInstance <GridPalette>();

            palette.name       = "Palette Settings";
            palette.cellSizing = cell_sizing;
            AssetDatabase.AddObjectToAsset(palette, prefab);
            PrefabUtility.ApplyPrefabInstance(tmp_go, InteractionMode.AutomatedAction);
            AssetDatabase.Refresh();

            GameObject.DestroyImmediate(tmp_go);
            return(AssetDatabase.LoadAssetAtPath <GameObject>(path));
        }
Ejemplo n.º 9
0
 /// <summary>Flips the brush in the given axis.</summary>
 /// <param name="flip">Axis to flip by.</param>
 /// <param name="layout">Cell Layout for flipping.</param>
 public override void Flip(FlipAxis flip, Grid.CellLayout layout)
 {
     if (flip == FlipAxis.X)
     {
         FlipX();
     }
     else
     {
         FlipY();
     }
 }
 public override void Rotate(RotationDirection direction, Grid.CellLayout layout)
 {
     if (direction == RotationDirection.CounterClockwise)
     {
         m_Tick++;
     }
     else
     {
         m_Tick--;
         m_Tick = Mathf.Max(1, m_Tick);
     }
 }
        public static GameObject CreateNewPaletteNamed(string name, Grid.CellLayout layout, GridPalette.CellSizing cellSizing, Vector3 cellSize, Grid.CellSwizzle swizzle)
        {
            string defaultPath = ProjectBrowser.s_LastInteractedProjectBrowser ? ProjectBrowser.s_LastInteractedProjectBrowser.GetActiveFolderPath() : "Assets";
            string folderPath  = EditorUtility.SaveFolderPanel("Create palette into folder ", defaultPath, "");

            folderPath = FileUtil.GetProjectRelativePath(folderPath);

            if (string.IsNullOrEmpty(folderPath))
            {
                return(null);
            }

            return(CreateNewPalette(folderPath, name, layout, cellSizing, cellSize, swizzle));
        }
Ejemplo n.º 12
0
        private void FlipY(Grid.CellLayout layout)
        {
            BrushCell[] oldCells  = m_Cells.Clone() as BrushCell[];
            BoundsInt   oldBounds = new BoundsInt(Vector3Int.zero, m_Size);

            foreach (Vector3Int oldPos in oldBounds.allPositionsWithin)
            {
                int newY      = m_Size.y - oldPos.y - 1;
                int toIndex   = GetCellIndex(oldPos.x, newY, oldPos.z);
                int fromIndex = GetCellIndex(oldPos);
                m_Cells[toIndex] = oldCells[fromIndex];
            }

            int newPivotY = m_Size.y - pivot.y - 1;

            pivot = new Vector3Int(pivot.x, newPivotY, pivot.z);
            FlipCells(ref m_Cells, new Vector3(1f, -1f, 1f), layout == GridLayout.CellLayout.Hexagon);
        }
Ejemplo n.º 13
0
        public void CreatePalette_ReturnsValidPalettesWithGridAndChildTilemap(Grid.CellLayout layout,
                                                                              GridLayout.CellSwizzle swizzle)
        {
            int paletteCount = GridPalettes.palettes.Count;

            GameObject palette1 = GridPaletteUtility.CreateNewPalette(path, name, layout,
                                                                      GridPalette.CellSizing.Automatic, Vector3.one, swizzle);
            GameObject palette2 = GridPaletteUtility.CreateNewPalette(path2, name2, layout,
                                                                      GridPalette.CellSizing.Automatic, Vector3.one, swizzle);

            GridPalettes.CleanCache();
            Assert.AreEqual(paletteCount + 2, GridPalettes.palettes.Count);

            Assert.NotNull(palette1.GetComponent <Grid>());
            Assert.NotNull(palette1.GetComponentInChildren <Tilemap>());
            Assert.NotNull(palette2.GetComponent <Grid>());
            Assert.NotNull(palette2.GetComponentInChildren <Tilemap>());
        }
Ejemplo n.º 14
0
        /// <summary>Rotates the brush by 90 degrees in the given direction.</summary>
        /// <param name="direction">Direction to rotate by.</param>
        /// <param name="layout">Cell Layout for rotating.</param>
        public override void Rotate(RotationDirection direction, Grid.CellLayout layout)
        {
            switch (layout)
            {
            case GridLayout.CellLayout.Hexagon:
                RotateHexagon(direction);
                break;

            case Grid.CellLayout.Isometric:
            case Grid.CellLayout.IsometricZAsY:
            case GridLayout.CellLayout.Rectangle:
            {
                Vector3Int  oldSize  = m_Size;
                BrushCell[] oldCells = m_Cells.Clone() as BrushCell[];
                size = new Vector3Int(oldSize.y, oldSize.x, oldSize.z);
                BoundsInt oldBounds = new BoundsInt(Vector3Int.zero, oldSize);

                foreach (Vector3Int oldPos in oldBounds.allPositionsWithin)
                {
                    int newX      = direction == RotationDirection.Clockwise ? oldSize.y - oldPos.y - 1 : oldPos.y;
                    int newY      = direction == RotationDirection.Clockwise ? oldPos.x : oldSize.x - oldPos.x - 1;
                    int toIndex   = GetCellIndex(newX, newY, oldPos.z);
                    int fromIndex = GetCellIndex(oldPos.x, oldPos.y, oldPos.z, oldSize.x, oldSize.y, oldSize.z);
                    m_Cells[toIndex] = oldCells[fromIndex];
                }

                int newPivotX = direction == RotationDirection.Clockwise ? oldSize.y - pivot.y - 1 : pivot.y;
                int newPivotY = direction == RotationDirection.Clockwise ? pivot.x : oldSize.x - pivot.x - 1;
                pivot = new Vector3Int(newPivotX, newPivotY, pivot.z);

                Matrix4x4 rotation        = direction == RotationDirection.Clockwise ? s_Clockwise : s_CounterClockwise;
                Matrix4x4 counterRotation = direction != RotationDirection.Clockwise ? s_Clockwise : s_CounterClockwise;
                foreach (BrushCell cell in m_Cells)
                {
                    Matrix4x4 oldMatrix = cell.matrix;
                    bool      counter   = (oldMatrix.lossyScale.x < 0) ^ (oldMatrix.lossyScale.y < 0);
                    cell.matrix = oldMatrix * (counter ? counterRotation : rotation);
                }
            }
            break;
            }
        }
        public static GameObject CreateNewLayer(GameObject paletteGO, string name, Grid.CellLayout layout)
        {
            GameObject newLayerGO = new GameObject(name);
            var        tilemap    = newLayerGO.AddComponent <Tilemap>();

            newLayerGO.AddComponent <TilemapRenderer>();
            newLayerGO.transform.parent = paletteGO.transform;
            newLayerGO.layer            = paletteGO.layer;

            // Set defaults for certain layouts
            switch (layout)
            {
            case Grid.CellLayout.Hexagon:
            {
                tilemap.tileAnchor = Vector3.zero;
                break;
            }
            }

            return(newLayerGO);
        }
        public static GameObject CreateNewLayer(GameObject paletteGO, string name, Grid.CellLayout layout)
        {
            GameObject newLayerGO = new GameObject(name);

            newLayerGO.AddComponent <Tilemap>();
            newLayerGO.AddComponent <TilemapRenderer>();
            newLayerGO.transform.parent = paletteGO.transform;
            newLayerGO.layer            = paletteGO.layer;

            // Set defaults for certain layouts
            switch (layout)
            {
            case Grid.CellLayout.Rectangle:
            {
                paletteGO.GetComponent <Grid>().cellSize = new Vector3(1f, 1f, 0f);
                break;
            }
            }

            return(newLayerGO);
        }
Ejemplo n.º 17
0
        public void PalettePrefabIsUpdated_DoesNotCreateAnInstanceInScene(Grid.CellLayout layout,
                                                                          GridLayout.CellSwizzle swizzle)
        {
            var palettePrefab = GridPaletteUtility.CreateNewPalette(path, name, layout,
                                                                    GridPalette.CellSizing.Automatic, Vector3.one, swizzle);

            var w = CreatePaletteWindow();

            w.palette = palettePrefab;

            Object[] objs = GameObject.FindObjectsOfType <Grid>();
            Assert.AreEqual(0, objs.Length,
                            "There should be 0 Grids in this test as Palette instances have HideAndDontSave hide flags");

            var sceneGameObject = (GameObject)PrefabUtility.InstantiatePrefab(palettePrefab);
            var grid            = sceneGameObject.GetComponent <Grid>();

            Object[] objsAfterInstantiatePrefab = GameObject.FindObjectsOfType <Grid>();
            Assert.AreEqual(1, objsAfterInstantiatePrefab.Length,
                            "There should be 1 Grid in this test which is the instantiated prefab.");
            Assert.AreEqual(objsAfterInstantiatePrefab[0], grid,
                            "The Grid found should be the Grid instantiated from the prefab.");

            grid.cellGap = new Vector3(2.0f, 2.0f, 0.0f);

            PrefabUtility.SaveAsPrefabAssetAndConnect(sceneGameObject, AssetDatabase.GetAssetPath(palettePrefab),
                                                      InteractionMode.AutomatedAction);

            Object[] objsAfterReplacePrefab = GameObject.FindObjectsOfType <Grid>();
            Assert.AreEqual(1, objsAfterReplacePrefab.Length,
                            "There should be 1 Grid in this test which is the instantiated prefab after replacing the prefab.");
            Assert.AreEqual(objsAfterReplacePrefab[0], grid,
                            "The Grid found should be the Grid instantiated from the prefab after replacing the prefab.");

            // Clean up
            Object.DestroyImmediate(sceneGameObject);
        }
        internal void OnGUI()
        {
            GUI.Label(new Rect(0, 0, position.width, position.height), GUIContent.none, "grey_border");
            GUILayout.Space(3);

            GUILayout.Label(Styles.header, EditorStyles.boldLabel);
            GUILayout.Space(4);

            GUILayout.BeginHorizontal();
            GUILayout.Label(Styles.nameLabel, GUILayout.Width(90f));
            m_Name = EditorGUILayout.TextField(m_Name);

            GUILayout.EndHorizontal();

            GUILayout.BeginHorizontal();
            GUILayout.Label(Styles.gridLabel, GUILayout.Width(90f));
            EditorGUI.BeginChangeCheck();
            var newLayout = (Grid.CellLayout)EditorGUILayout.EnumPopup(m_Layout);

            if (EditorGUI.EndChangeCheck())
            {
                // Set useful user settings for certain layouts
                switch (newLayout)
                {
                case Grid.CellLayout.Rectangle:
                case Grid.CellLayout.Hexagon:
                {
                    m_CellSizing = GridPalette.CellSizing.Automatic;
                    m_CellSize   = new Vector3(1, 1, 0);
                    break;
                }

                case Grid.CellLayout.Isometric:
                case Grid.CellLayout.IsometricZAsY:
                {
                    m_CellSizing = GridPalette.CellSizing.Manual;
                    m_CellSize   = new Vector3(1, 0.5f, 1);
                    break;
                }
                }
                m_Layout = newLayout;
            }
            GUILayout.EndHorizontal();

            if (m_Layout == GridLayout.CellLayout.Hexagon)
            {
                GUILayout.BeginHorizontal();
                float oldLabelWidth = UnityEditor.EditorGUIUtility.labelWidth;
                EditorGUIUtility.labelWidth = 94;
                m_HexagonLayout             = EditorGUILayout.Popup(Styles.hexagonLabel, m_HexagonLayout, Styles.hexagonSwizzleTypeLabel);
                EditorGUIUtility.labelWidth = oldLabelWidth;
                GUILayout.EndHorizontal();
            }

            GUILayout.BeginHorizontal();
            GUILayout.Label(Styles.sizeLabel, GUILayout.Width(90f));
            m_CellSizing = (GridPalette.CellSizing)EditorGUILayout.EnumPopup(m_CellSizing);
            GUILayout.EndHorizontal();

            using (new EditorGUI.DisabledScope(m_CellSizing == GridPalette.CellSizing.Automatic))
            {
                GUILayout.BeginHorizontal();
                GUILayout.Label(GUIContent.none, GUILayout.Width(90f));
                m_CellSize = EditorGUILayout.Vector3Field(GUIContent.none, m_CellSize);
                GUILayout.EndHorizontal();
            }

            GUILayout.FlexibleSpace();

            // Cancel, Ok
            GUILayout.BeginHorizontal();
            GUILayout.Space(10);
            if (GUILayout.Button(Styles.cancel))
            {
                Close();
            }

            using (new EditorGUI.DisabledScope(!Utils.Paths.IsValidAssetPath(m_Name)))
            {
                if (GUILayout.Button(Styles.ok))
                {
                    // case 1077362: Close window to prevent overlap with OS folder window when saving new palette asset
                    Close();

                    var swizzle = Grid.CellSwizzle.XYZ;
                    if (m_Layout == GridLayout.CellLayout.Hexagon)
                    {
                        swizzle = Styles.hexagonSwizzleTypeValue[m_HexagonLayout];
                    }

                    GameObject go = GridPaletteUtility.CreateNewPaletteNamed(m_Name, m_Layout, m_CellSizing, m_CellSize, swizzle);
                    if (go != null)
                    {
                        m_Owner.palette = go;
                        m_Owner.Repaint();
                    }

                    GUIUtility.ExitGUI();
                }
            }

            GUILayout.Space(10);
            GUILayout.EndHorizontal();
        }
Ejemplo n.º 19
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 public override void Flip(FlipAxis flip, Grid.CellLayout layout)
 {
     Debug.Log("Flip not supported");
 }
Ejemplo n.º 20
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 public override void Rotate(RotationDirection direction, Grid.CellLayout layout)
 {
     Debug.Log("Rotate not supported for GridObjects, set their initial orientation on the editor instead");
 }
Ejemplo n.º 21
0
        public void PaintDifferentSizedTilesOnAutomaticCellSizePalette_UpdatesPaletteCellSize(Grid.CellLayout layout,
                                                                                              GridLayout.CellSwizzle swizzle, int tileX, int tileY, float expectedCellXSize, float expectedCellYSize)
        {
            var smallTile = AssetDatabase.LoadAssetAtPath <Tile>(tilePath);
            var bigTile   = AssetDatabase.LoadAssetAtPath <Tile>(bigTilePath);

            var newPalette = GridPaletteUtility.CreateNewPalette(path, name, layout, GridPalette.CellSizing.Automatic,
                                                                 Vector3.one, swizzle);
            var tilemap = newPalette.GetComponentInChildren <Tilemap>();

            tilemap.SetTile(new Vector3Int(tileX, tileY, 0), bigTile);

            var w = CreatePaletteWindow();

            w.palette = newPalette;
            w.clipboardView.previewUtility.camera.orthographicSize = 1000;
            w.clipboardView.ClampZoomAndPan();
            Assert.GreaterOrEqual(GridPaletteBrushes.brushes.Count, 1);
            GridPaintingState.defaultBrush.Init(new Vector3Int(1, 1, 1));
            GridPaintingState.defaultBrush.SetTile(Vector3Int.zero, smallTile);
            w.clipboardView.unlocked = true;
            TilemapEditorTool.SetActiveEditorTool(typeof(PaintTool));

            Event ev = new Event();

            ev.mousePosition = w.clipboardView.GridToScreen(new Vector2(tileX + 1.5f, tileY + 1.5f)) +
                               new Vector2(0, paletteHeaderHeight);
            ev.type = EventType.MouseMove;
            w.SendEvent(ev);
            ev.type = EventType.MouseDown;
            w.SendEvent(ev);
            ev.type = EventType.MouseUp;
            w.SendEvent(ev);
            w.clipboardView.unlocked = false;

            var grid = w.palette.GetComponent <Grid>();

            Assert.AreEqual(expectedCellXSize, grid.cellSize.x);
            Assert.AreEqual(expectedCellYSize, grid.cellSize.y);
        }
Ejemplo n.º 22
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        internal void OnGUI()
        {
            GUI.Label(new Rect(0, 0, position.width, position.height), GUIContent.none, "grey_border");
            GUILayout.Space(3);

            GUILayout.Label(Styles.header, EditorStyles.boldLabel);
            GUILayout.Space(4);

            GUILayout.BeginHorizontal();
            GUILayout.Label(Styles.nameLabel, GUILayout.Width(90f));
            m_Name = EditorGUILayout.TextField(m_Name);

            GUILayout.EndHorizontal();

            GUILayout.BeginHorizontal();
            GUILayout.Label(Styles.gridLabel, GUILayout.Width(90f));
            m_Layout = (Grid.CellLayout)EditorGUILayout.EnumPopup(m_Layout);
            GUILayout.EndHorizontal();

            if (m_Layout == GridLayout.CellLayout.Hexagon)
            {
                GUILayout.BeginHorizontal();
                float oldLabelWidth = UnityEditor.EditorGUIUtility.labelWidth;
                EditorGUIUtility.labelWidth = 94;
                m_HexagonLayout             = EditorGUILayout.Popup(Styles.hexagonLabel, m_HexagonLayout, Styles.hexagonSwizzleTypeLabel);
                EditorGUIUtility.labelWidth = oldLabelWidth;
                GUILayout.EndHorizontal();
            }

            GUILayout.BeginHorizontal();
            GUILayout.Label(Styles.sizeLabel, GUILayout.Width(90f));
            m_CellSizing = (GridPalette.CellSizing)EditorGUILayout.EnumPopup(m_CellSizing);
            GUILayout.EndHorizontal();

            using (new EditorGUI.DisabledScope(m_CellSizing == GridPalette.CellSizing.Automatic))
            {
                GUILayout.BeginHorizontal();
                GUILayout.Label(GUIContent.none, GUILayout.Width(90f));
                m_CellSize = EditorGUILayout.Vector3Field(GUIContent.none, m_CellSize);
                GUILayout.EndHorizontal();
            }

            GUILayout.FlexibleSpace();

            // Cancel, Ok
            GUILayout.BeginHorizontal();
            GUILayout.Space(10);
            if (GUILayout.Button(Styles.cancel))
            {
                Close();
            }

            using (new EditorGUI.DisabledScope(!Utils.Paths.IsValidAssetPath(m_Name)))
            {
                if (GUILayout.Button(Styles.ok))
                {
                    var swizzle = Grid.CellSwizzle.XYZ;
                    if (m_Layout == GridLayout.CellLayout.Hexagon)
                    {
                        swizzle = Styles.hexagonSwizzleTypeValue[m_HexagonLayout];
                    }

                    GameObject go = GridPaletteUtility.CreateNewPaletteNamed(m_Name, m_Layout, m_CellSizing, m_CellSize, swizzle);
                    if (go != null)
                    {
                        m_Owner.palette = go;
                        m_Owner.Repaint();
                    }
                    GUIUtility.ExitGUI();
                }
            }

            GUILayout.Space(10);
            GUILayout.EndHorizontal();
        }