Example #1
0
    void OnGUI()
    {
        if (GUILayout.Button("Load Image"))
        {
            path = EditorUtility.OpenFilePanel("Load Tile Set", ".", "");
            if (path != null && path != "" && File.Exists(path))
            {
                img = new Texture2D(1, 1);
                byte[] bytedata = File.ReadAllBytes(path);
                img.LoadImage(bytedata);

                //get the sliced part
                Tiles_A1_WOLF_Utility.A1_Tile_Slice_File(img, out wBlock, out hBlock, out mini_tile_w, out mini_tile_h, out sub_blocks_water);
            }
        }

        if (img == null)
        {
            return;
        }

        if (GUILayout.Button("Generate Tiles"))
        {
            //generate the animated A1 style tile
            Generate_Water_Tiles(path, sub_blocks_water,
                                 mini_tile_w, mini_tile_h, wBlock, hBlock);
        }
        foreach (var txt in sub_blocks_water)
        {
            GUILayout.Label(txt);
        }
    }
Example #2
0
    /// <summary>
    /// Generate the selected water tile
    /// </summary>
    /// <param name="path"></param>
    /// <param name="sub_blocks_water"></param>
    /// <param name="sub_blocks_water_to_import"></param>
    /// <param name="mini_tile_w"></param>
    /// <param name="mini_tile_h"></param>
    /// <param name="wBlock"></param>
    /// <param name="hBlock"></param>
    /// <param name="generate_sprite_sheet_image"></param>
    public static void Generate_Water_Tiles(string path, List <Texture2D> sub_blocks_water,
                                            int mini_tile_w, int mini_tile_h, int wBlock, int hBlock)
    {
        //create the final directory for the auto tile
        if (!Directory.Exists(Tiles_Utility.Auto_Tile_Folder_Path))
        {
            Directory.CreateDirectory(Tiles_Utility.Auto_Tile_Folder_Path);
        }

        //create the final directory for the generated Images
        if (!Directory.Exists(Tiles_Utility.final_image_folder_path))
        {
            Directory.CreateDirectory(Tiles_Utility.final_image_folder_path);
        }

        //create the folder for that specific file image
        string fileName = Path.GetFileNameWithoutExtension(path);
        string loaded_file_image_path = string.Format(@"{0}/_{1}", Tiles_Utility.final_image_folder_path, fileName); //ex rtp_import\Outside_A2\single_block_folder\final_tile\Image

        if (!Directory.Exists(loaded_file_image_path))
        {
            Directory.CreateDirectory(loaded_file_image_path);
        }

        List <string> images_path = new List <string>();//list of the folder of the imported tiles

        Dictionary <byte, int> rule_tiles = new Dictionary <byte, int>();

        for (int i = 0; i < 3; i++)
        {
            int       tiles_counter = 0; //set zero to che final tile counter
            Texture2D sub_piece     = sub_blocks_water[i];

            //temp array to store the sub mini tiles
            Texture2D[] bottom_left_mini_tiles, bottom_right_mini_tiles, top_left_mini_tiles, top_right_mini_tiles;

            //generate the mini tiles to the following computation
            Tiles_A1_WOLF_Utility.Generate_Mini_Tile_A1Water(sub_piece, mini_tile_w, mini_tile_h, out bottom_left_mini_tiles, out bottom_right_mini_tiles, out top_left_mini_tiles, out top_right_mini_tiles);

            Texture2D sprite_tiles      = new Texture2D(wBlock * 8, hBlock * 6);
            string    sprite_sheet_path = string.Format(@"{0}/_Water_{1}_{2}.png", loaded_file_image_path, Path.GetFileNameWithoutExtension(path), i);

            //generate and iterate the final tile for the subs pieces
            foreach (KeyValuePair <byte, Texture2D> kvp in Tiles_A1_Utility.Generate_Final_Tiles_A1_Water(mini_tile_w, mini_tile_h,
                                                                                                          bottom_left_mini_tiles, bottom_right_mini_tiles, top_left_mini_tiles, top_right_mini_tiles, rule_tiles))
            {
                int xx = tiles_counter % 8 * wBlock;
                int yy = tiles_counter / 8 * hBlock;
                sprite_tiles.SetPixels(xx, sprite_tiles.height - yy - hBlock, wBlock, hBlock, kvp.Value.GetPixels());
                tiles_counter++;
            }

            images_path.Add(sprite_sheet_path);
            File.WriteAllBytes(sprite_sheet_path, sprite_tiles.EncodeToPNG());
            AssetDatabase.Refresh();
            TextureImporter importer = AssetImporter.GetAtPath(sprite_sheet_path) as TextureImporter;
            if (importer != null)
            {
                importer.textureType         = TextureImporterType.Sprite;
                importer.spriteImportMode    = SpriteImportMode.Multiple;
                importer.filterMode          = FilterMode.Point;
                importer.spritePixelsPerUnit = hBlock;
                importer.compressionQuality  = 0;
                importer.maxTextureSize      = sprite_tiles.width;
                SpriteMetaData[] tmps    = new SpriteMetaData[8 * 6];
                string           tmpName = Path.GetFileNameWithoutExtension(sprite_sheet_path);
                for (int j = 0; j < 48; j++)
                {
                    int            xx  = j % 8 * wBlock;
                    int            yy  = (j / 8 + 1) * hBlock;
                    SpriteMetaData smd = new SpriteMetaData();
                    smd           = new SpriteMetaData();
                    smd.alignment = 0;
                    smd.border    = new Vector4(0, 0, 0, 0);
                    smd.name      = string.Format("{0}_{1:00}", tmpName, j);
                    smd.pivot     = new Vector2(.5f, .5f);
                    smd.rect      = new Rect(xx, sprite_tiles.height - yy, wBlock, hBlock);
                    tmps[j]       = smd;
                }
                importer.spritesheet = tmps;
                importer.SaveAndReimport();
            }
        }

        AssetDatabase.Refresh(); //refresh asset database

        //generate the fixed Auto tiles
        for (int i = 0; i < images_path.Count; i += 3)
        {
            Tiles_A1_Utility.Generate_A1_Water_Tile_SS(path, images_path[i], images_path[i + 1], images_path[i + 2], rule_tiles, wBlock);
        }
    }
Example #3
0
 /// <summary>
 /// Split a single sub block into tne mini tile to be reworked
 /// </summary>
 /// <param name="img">sub block to be reworked. It MUST be an A1 Water Tile, A2 Terrain or A3 TOP-cealing tile</param>
 /// <param name="wBlock">width of the mini tile block</param>
 /// <param name="hBlock">height of the mini tile block</param>
 /// <param name="bottom_left_mini_tiles">destination array</param>
 /// <param name="bottom_right_mini_tiles">destination array/param>
 /// <param name="top_left_mini_tiles">destination array</param>
 /// <param name="top_right_mini_tiles">destination array</param>
 public static void Generate_Mini_Tile_A2(Texture2D img, int wBlock, int hBlock,
                                          out Texture2D[] bottom_left_mini_tiles, out Texture2D[] bottom_right_mini_tiles,
                                          out Texture2D[] top_left_mini_tiles, out Texture2D[] top_right_mini_tiles)
 {
     Tiles_A1_WOLF_Utility.Generate_Mini_Tile_A1Water(img, wBlock, hBlock, out bottom_left_mini_tiles, out bottom_right_mini_tiles, out top_left_mini_tiles, out top_right_mini_tiles);
 }