Example #1
0
    public static List <TileScript> GetRectangle(TilemapScript tilemap, Vector2Int topLeft, Vector2Int bottomRight)
    {
        if (tilemap == null)
        {
            return(null);
        }

        TilesInfoList tileInfo = tilemap.tilesInfo;

        if (!_IsTileLocationWithinValidArea(tileInfo.tileAmts, topLeft) || !_IsTileLocationWithinValidArea(tileInfo.tileAmts, bottomRight))
        {
            return(null);
        }

        List <TileScript> finalArea = new List <TileScript>();

        for (int y = topLeft.y; y <= bottomRight.y; ++y)
        {
            for (int x = topLeft.x; x <= bottomRight.x; ++x)
            {
                finalArea.Add(tilemap.GetTile(new Vector2Int(x, y)));
            }
        }

        finalArea.RemoveAll(t => t == null);

        return(finalArea);
    }
Example #2
0
    public static List <TileScript> GetLine(TilemapScript tilemap, Vector2Int start, Vector2Int end)
    {
        if (tilemap == null)
        {
            return(null);
        }

        TilesInfoList tileInfo = tilemap.tilesInfo;

        if (!_IsTileLocationWithinValidArea(tileInfo.tileAmts, start) || !_IsTileLocationWithinValidArea(tileInfo.tileAmts, end))
        {
            return(null);
        }

        List <TileScript> finalArea = new List <TileScript>();

        // If both are the same, just return the base
        if (start == end)
        {
            finalArea.Add(tilemap.GetTile(start));
            return(finalArea);
        }

        // If not, then use DDA line algo

        Vector2Int delta = end - start;

        // Find out the number of steps
        int steps = 0;

        if (Mathf.Abs(delta.x) > Mathf.Abs(delta.y))
        {
            steps = Mathf.Abs(delta.x);
        }
        else
        {
            steps = Mathf.Abs(delta.y);
        }

        // Find out the increments for each
        Vector2 increments = new Vector2(delta.x, delta.y) / (float)steps;

        // And then just step through em
        float currX = start.x;
        float currY = start.y;

        finalArea.Add(tilemap.GetTile(start));
        for (int i = 0; i < steps; ++i)
        {
            currX += increments.x;
            currY += increments.y;
            finalArea.Add(tilemap.GetTile(Mathf.RoundToInt(currX), Mathf.RoundToInt(currY)));
        }

        /*
         * int deltaX = end.x - start.x;
         * int deltaY = end.y - start.y;
         *
         *
         *
         * // If vertical, don't use this, just go downwards
         * if (deltaX == 0)
         * {
         *  finalArea.Add(tilemap.GetTile(start));
         *  for (int y = start.y; y != end.y; y += (start.y > end.y) ? (-1) : (1))
         *  {
         *      finalArea.Add(tilemap.GetTile(start.x, y));
         *  }
         * }
         * else
         * {
         *  // If not, then use the algo
         *  float deltaErr = Mathf.Abs((float)deltaY / (float)deltaX);
         *  float err = 0.0f;
         *  int currY = start.y;
         *
         *  for (int x = start.x; x != end.x; x += (start.x > end.x) ? (-1) : (1))
         *  {
         *      finalArea.Add(tilemap.GetTile(x, currY));
         *      err += deltaErr;
         *      if (err >= 0.5f)
         *      {
         *          currY += (deltaY > 0) ? 1 : -1;
         *          deltaErr -= 1.0f;
         *      }
         *
         *  }
         *  finalArea.Add(tilemap.GetTile(end));
         * }
         */

        finalArea.RemoveAll(t => t == null);

        return(finalArea);
    }