/// <summary> /// Saves a tile selection model to a settings repository. /// </summary> /// <param name="model"> /// The tile selection model to save. /// </param> private void SaveToSettings(TileSelectionModel model) { if (model == null) { return; } }
/// <summary> /// Handles the event for tile selection. /// </summary> /// <param name="sender">The source of the event.</param> /// <param name="e">An System.EventArgs that contains no event data.</param> private void MainPreviewTileSelection(object sender, TileSelectionEventArgs e) { // do nothing until selection has completed or if no texture selected if (e.Status != TileSelectionStatus.Complete || this.materialControls.TextureAsset == null) { return; } // check if already has entry for a texture // var textureId = this.materialControls.TextureAsset.GetInstanceID(); var textureId = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetOrScenePath(this.materialControls.TextureAsset)); if (!this.tileMaterials.ContainsKey(textureId)) { // no entry so add one this.tileMaterials.Add(textureId, new List <TileSelectionModel>()); // generate a generic image for the texture so it can be used for previews this.images.Add(textureId, this.materialControls.TextureAsset.CreateGenericImage()); } // get entry list var list = this.tileMaterials[textureId]; // get tile size, shader name & color var size = new Size(this.mainPreview.TileWidth, this.mainPreview.TileHeight); var shaderName = this.materialControls.SelectedShaderName; var color = this.materialControls.MaterialColor; var settings = SettingsManager.Instance; var shaderListStyle = settings.GetSetting(GlobalConstants.AutoMaterialCreationShaderListStyleKey, 0); // check for matching top/left bottom/right, size, shader name & color values var result = list.FirstOrDefault(x => e.Min == x.Min && e.Max == x.Max && size == x.TileSize && shaderName == x.ShaderName && color == x.Color); var local = Localization.LocalizationManager.Instance; if (result == null) { // attempt to create a a new material var model = new TileSelectionModel(); try { shaderName = shaderListStyle == 1 ? shaderName.Replace(Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar) : shaderName; var shader = Shader.Find(shaderName); model.Material = new Material(shader); } catch (Exception ex) { // report error EditorUtility.DisplayDialog(local.Get("Warning"), ex.Message, local.Get("Close")); return; } // get texture co-ordinates for the material var textureCoordinates = this.mainPreview.GetTextureCoordinates(this.materialControls, 0); model.Material.mainTextureOffset = new Vector2(textureCoordinates.xMin, textureCoordinates.yMin); model.Material.mainTextureScale = new Vector2(textureCoordinates.width, textureCoordinates.height); model.Material.mainTexture = this.materialControls.TextureAsset; model.Material.color = color; model.Min = e.Min; model.Max = e.Max; model.IsDirty = true; model.TileSize = size; model.ShaderName = shaderName; // set model preview texture var image = model.Material.ToGenericImage(); image.Tint(color, TintType.Alpha); model.TexturePreview = image.ToTexture2D(); list.Add(model); result = model; // save material selections to settings to keep a record of selections this.SaveToSettings(result); } // set current material GridMappingService.Instance.CurrentMaterial = result.Material; #if DEBUG Debug.Log(string.Format("{0} textures {1} unique", this.tileMaterials.Count, this.tileMaterials.Sum(x => x.Value.Count))); #endif }