SetColor() public method

public SetColor ( int x, int y, Color color ) : void
x int
y int
color UnityEngine.Color
return void
Ejemplo n.º 1
0
		public static void ResizeTileMap(tk2dTileMap tileMap, int width, int height, int partitionSizeX, int partitionSizeY)
		{
			int w = Mathf.Clamp(width, 1, MaxWidth);
			int h = Mathf.Clamp(height, 1, MaxHeight);
			
			tk2dRuntime.TileMap.BuilderUtil.InitDataStore(tileMap);

			// copy into new tilemap
			Layer[] layers = new Layer[tileMap.Layers.Length];
			for (int layerId = 0; layerId < tileMap.Layers.Length; ++layerId)
			{
				var srcLayer = tileMap.Layers[layerId];
				layers[layerId] = new Layer(srcLayer.hash, width, height, partitionSizeX, partitionSizeY);
				var destLayer = layers[layerId];
				
				if (srcLayer.IsEmpty)
					continue;
				
				int hcopy = Mathf.Min(tileMap.height, h);
				int wcopy = Mathf.Min(tileMap.width, w);
				
				for (int y = 0; y < hcopy; ++y)
				{
					for (int x = 0; x < wcopy; ++x)
					{
						destLayer.SetTile(x, y, srcLayer.GetTile(x, y));
					}
				}
				
				destLayer.Optimize();
			}
			
			// copy new colors
			bool copyColors = (tileMap.ColorChannel != null && !tileMap.ColorChannel.IsEmpty);
			ColorChannel targetColors = new ColorChannel(width, height, partitionSizeX, partitionSizeY);
			if (copyColors)
			{
				int hcopy = Mathf.Min(tileMap.height, h) + 1;
				int wcopy = Mathf.Min(tileMap.width, w) + 1;
				for (int y = 0; y < hcopy; ++y)
				{
					for (int x = 0; x < wcopy; ++x)
					{
						targetColors.SetColor(x, y, tileMap.ColorChannel.GetColor(x, y));
					}
				}
				
				targetColors.Optimize();
			}
		
			tileMap.ColorChannel = targetColors;
			tileMap.Layers = layers;
			tileMap.width = w;
			tileMap.height = h;
			tileMap.partitionSizeX = partitionSizeX;
			tileMap.partitionSizeY = partitionSizeY;
			
			tk2dRuntime.TileMap.BuilderUtil.CleanRenderData(tileMap);
		}
Ejemplo n.º 2
0
		public static void ResizeTileMap(tk2dTileMap tileMap, int width, int height, int partitionSizeX, int partitionSizeY)
		{
			int w = Mathf.Clamp(width, 1, MaxWidth);
			int h = Mathf.Clamp(height, 1, MaxHeight);

			// Since this only works in edit mode, prefabs can be assumed to be saved here
#if (UNITY_3_5 || UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2)
			Undo.RegisterSceneUndo("Resize tile map");
#else
			Undo.RegisterCompleteObjectUndo(tileMap, "Resize tile map");
#endif

			// Delete old layer render data
			foreach (Layer layer in tileMap.Layers) {
				layer.DestroyGameData(tileMap);
				if (layer.gameObject != null) {
					tk2dUtil.DestroyImmediate(layer.gameObject);
					layer.gameObject = null;
				}
			}

			// copy into new tilemap
			Layer[] layers = new Layer[tileMap.Layers.Length];
			for (int layerId = 0; layerId < tileMap.Layers.Length; ++layerId)
			{
				Layer srcLayer = tileMap.Layers[layerId];
				layers[layerId] = new Layer(srcLayer.hash, w, h, partitionSizeX, partitionSizeY);
				Layer destLayer = layers[layerId];
				
				if (srcLayer.IsEmpty)
					continue;
				
				int hcopy = Mathf.Min(tileMap.height, h);
				int wcopy = Mathf.Min(tileMap.width, w);
				
				for (int y = 0; y < hcopy; ++y)
				{
					for (int x = 0; x < wcopy; ++x)
					{
						destLayer.SetRawTile(x, y, srcLayer.GetRawTile(x, y));
					}
				}
				
				destLayer.Optimize();
			}
			
			// copy new colors
			bool copyColors = (tileMap.ColorChannel != null && !tileMap.ColorChannel.IsEmpty);
			ColorChannel targetColors = new ColorChannel(w, h, partitionSizeX, partitionSizeY);
			if (copyColors)
			{
				int hcopy = Mathf.Min(tileMap.height, h) + 1;
				int wcopy = Mathf.Min(tileMap.width, w) + 1;
				for (int y = 0; y < hcopy; ++y)
				{
					for (int x = 0; x < wcopy; ++x)
					{
						targetColors.SetColor(x, y, tileMap.ColorChannel.GetColor(x, y));
					}
				}
				
				targetColors.Optimize();
			}
		
			tileMap.ColorChannel = targetColors;
			tileMap.Layers = layers;
			tileMap.width = w;
			tileMap.height = h;
			tileMap.partitionSizeX = partitionSizeX;
			tileMap.partitionSizeY = partitionSizeY;
			
			tileMap.ForceBuild();
		}