void OnEnable()
        {
            m_sortingLayerNames = GetSortingLayerNames();
            m_tilesetComponent  = new TilesetComponent(MyAutoTileMap);
            if (MyAutoTileMap.MapData != null)
            {
                m_mapWidth  = MyAutoTileMap.MapData.Data.TileMapWidth;
                m_mapHeight = MyAutoTileMap.MapData.Data.TileMapHeight;
            }
            if (MyAutoTileMap.BrushGizmo != null)
            {
                MyAutoTileMap.BrushGizmo.gameObject.SetActive(false);
            }

            m_layerList = new ReorderableList(serializedObject, serializedObject.FindProperty("MapLayers"), true, true, true, true);
            m_layerList.drawElementCallback += _LayerList_DrawElementCallback;
            m_layerList.drawHeaderCallback   = (Rect rect) =>
            {
                EditorGUI.LabelField(rect, "Map Layers");
            };
            m_layerList.onChangedCallback = (ReorderableList list) =>
            {
                //NOTE: When reordering elements in ReorderableList, elements are not moved, but data is swapped between them.
                // So if you keep addres of element 0 ex: data = list[0], after reordering element 0 with 1, data will contain the elemnt1 data.
                // Keeping a reference to MapLayer in TileChunks is useless
                serializedObject.ApplyModifiedProperties(); // apply adding and removing changes
                MyAutoTileMap.SaveMap();
                MyAutoTileMap.LoadMap();
            };
            m_layerList.onAddCallback = (ReorderableList list) =>
            {
                list.index = MyAutoTileMap.MapLayers.Count; // select added layer
                MyAutoTileMap.AddMapLayer();
            };
        }
		void OnEnable()
		{
			m_tilesetComponent = new TilesetComponent( MyAutoTileMap );
			if( MyAutoTileMap.MapData != null )
			{
				m_mapWidth = MyAutoTileMap.MapData.Data.TileMapWidth;
				m_mapHeight = MyAutoTileMap.MapData.Data.TileMapHeight;
			}
			if( MyAutoTileMap.BrushGizmo != null )
			{
				MyAutoTileMap.BrushGizmo.gameObject.SetActive(false);
			}
		}
Example #3
0
 private void OnTileSelectionChanged(TilesetComponent source, int newTileId, int tilesetSelStart, int tilesetSelEnd)
 {
     s_brushMode = eBrushMode.Paint;
 }
 private void OnTileSelectionChanged(TilesetComponent source, int newTileId, int tilesetSelStart, int tilesetSelEnd)
 {
     s_brushMode = eBrushMode.Paint;
 }
Example #5
0
        void OnEnable()
        {
            m_sortingLayerNames = GetSortingLayerNames();
            m_tilesetComponent = new TilesetComponent( MyAutoTileMap );
            m_tilesetComponent.OnTileSelectionChanged += OnTileSelectionChanged;
            if( MyAutoTileMap.MapData != null )
            {
                m_mapWidth = MyAutoTileMap.MapData.Data.TileMapWidth;
                m_mapHeight = MyAutoTileMap.MapData.Data.TileMapHeight;
            }
            if( MyAutoTileMap.BrushGizmo != null )
            {
                MyAutoTileMap.BrushGizmo.gameObject.SetActive(false);
            }

            m_layerList = new ReorderableList(serializedObject, serializedObject.FindProperty("MapLayers"), true, true, true, true);
            m_layerList.drawElementCallback += _LayerList_DrawElementCallback;
            m_layerList.drawHeaderCallback = (Rect rect) =>
            {
                EditorGUI.LabelField(rect, "Map Layers");
            };
            m_layerList.onChangedCallback = (ReorderableList list) =>
            {
                //NOTE: When reordering elements in ReorderableList, elements are not moved, but data is swapped between them.
                // So if you keep addres of element 0 ex: data = list[0], after reordering element 0 with 1, data will contain the elemnt1 data.
                // Keeping a reference to MapLayer in TileChunks is useless
                serializedObject.ApplyModifiedProperties(); // apply adding and removing changes
                MyAutoTileMap.SaveMap();
                MyAutoTileMap.LoadMap();
            };
            m_layerList.onAddCallback = (ReorderableList list) =>
            {
                list.index = MyAutoTileMap.MapLayers.Count; // select added layer
                MyAutoTileMap.AddMapLayer();
            };
        }