internal static bool ImportImageLayer(TMX.ImageLayer imageLayer, GameObject parent, int sortingLayer, out GameObject newImageLayer) { newImageLayer = new GameObject(imageLayer.name, typeof(SpriteRenderer)); newImageLayer.transform.SetParent(parent.transform, false); TiledTMXImporter.SetupLayerOffset(newImageLayer, imageLayer.offsetx, imageLayer.offsety); if (imageLayer.image != null) { string relativeSource = imageLayer.image.source; Sprite importedSprite = TiledUtils.ImportPathAsSprite(TiledTMXImporter.s_tmxParentFolder, relativeSource, TiledTMXImporter.s_imageLayerSpriteDir, TiledTMXImporter.s_pixelsPerUnit); SpriteRenderer renderer = newImageLayer.GetComponent <SpriteRenderer>(); renderer.sprite = importedSprite; renderer.sortingOrder = sortingLayer; } return(true); }
internal static bool ImportObjectGroup(TMX.ObjectGroup objectGroup, ref int layerID, GameObject parent, out GameObject newObjectLayer) { newObjectLayer = null; if (objectGroup != null && objectGroup.objects != null && objectGroup.objects.Length > 0) { newObjectLayer = new GameObject(objectGroup.name); newObjectLayer.transform.SetParent(parent.transform, false); TiledTMXImporter.SetupLayerOffset(newObjectLayer, objectGroup.offsetx, objectGroup.offsety); for (int i = 0; i < objectGroup.objects.Length; i++) { TMX.Object mapObject = objectGroup.objects[i]; bool success = ImportMapObject(mapObject, TiledTMXImporter.s_importedTilesets, newObjectLayer, TiledTMXImporter.s_map.tilewidth, TiledTMXImporter.s_map.tileheight, layerID); if (!success) { return(false); } } Color objectColour = new Color(1.0f, 1.0f, 1.0f, 1.0f); if (objectGroup.color != null) { ColorUtility.TryParseHtmlString(objectGroup.color, out objectColour); } if (objectGroup.opacity != 1.0f) { objectColour.a = objectGroup.opacity; } SpriteRenderer[] renderers = newObjectLayer.GetComponentsInChildren <SpriteRenderer>(); foreach (SpriteRenderer r in renderers) { r.color = objectColour; } } return(true); }
internal static bool ImportTileLayer(TMX.Layer layer, GameObject parent, int layerID, bool infinite, out GameObject newLayer) { newLayer = null; if (infinite != (layer.data.chunks != null)) { Debug.LogError("Our map infinite setting is " + infinite + " but our chunks value is " + layer.data.chunks); return(false); } newLayer = new GameObject(layer.name, typeof(Tilemap), typeof(TilemapRenderer)); newLayer.transform.SetParent(parent.transform, false); TiledTMXImporter.SetupLayerOffset(newLayer, layer.offsetx, layer.offsety); Tilemap layerTilemap = newLayer.GetComponent <Tilemap>(); Grid tileGrid = TiledTMXImporter.s_gridGO.GetComponent <Grid>(); if (tileGrid.cellLayout == GridLayout.CellLayout.Hexagon) { layerTilemap.tileAnchor = new Vector3(0.0f, 0.0f); // Seems to play better with how Unity renders the hex sprites } else if (tileGrid.cellLayout == GridLayout.CellLayout.Isometric || tileGrid.cellLayout == GridLayout.CellLayout.IsometricZAsY) { layerTilemap.tileAnchor = new Vector3(0.0f, -1.0f); // Isometric tile anchors are at the bottom of the tile } else { layerTilemap.tileAnchor = new Vector2(0.5f, 0.5f); } if (layer.opacity < 1.0f) { layerTilemap.color = new Color(1.0f, 1.0f, 1.0f, layer.opacity); } int gridXOffset = 0; int gridYOffset = 0; Vector3 offsetPosition = newLayer.transform.position; if (tileGrid.cellLayout == GridLayout.CellLayout.Hexagon) { HandleHexagonOffsetting(tileGrid.cellSize, out gridXOffset, out gridYOffset, out offsetPosition); } newLayer.transform.position = offsetPosition; if (layer.data.chunks != null) { for (int c = 0; c < layer.data.chunks.Length; c++) { TMX.Chunk chunk = layer.data.chunks[c]; bool success = AddChunkToTilemap(layerTilemap, layer.data.encoding, layer.data.compression, chunk.tiles, chunk.text, chunk.x + gridXOffset, chunk.y + gridYOffset, chunk.width, chunk.height); if (!success) { return(false); } } } else { bool success = AddChunkToTilemap(layerTilemap, layer.data.encoding, layer.data.compression, layer.data.tiles, layer.data.text, gridXOffset, gridYOffset, layer.width, layer.height); if (!success) { return(false); } } TilemapRenderer renderer = newLayer.GetComponent <TilemapRenderer>(); renderer.sortingOrder = layerID; renderer.sortOrder = TiledTMXImporter.s_sortOrder; return(true); }