Exemple #1
0
        static void CreateNavTilesFromSprites()
        {
            Object[] objects = Selection.objects;

            List <Sprite> sprites = new List <Sprite>();

            for (int i = 0; i < objects.Length; i++)
            {
                // Only use sprites, no subclasses.
                if (objects[i].GetType() == typeof(Sprite))
                {
                    sprites.Add((Sprite)objects[i]);
                }
            }

            if (sprites.Count == 0)
            {
                Debug.LogWarning("No sprites selected to create NavTiles for.");
                return;
            }

            string path = EditorUtility.OpenFolderPanel("Choose a save location for the NavTiles", Application.dataPath, "");

            path = path.Substring(path.IndexOf("Assets"));

            if (string.IsNullOrEmpty(path))
            {
                return;
            }

            for (int i = 0; i < sprites.Count; i++)
            {
                EditorUtility.DisplayProgressBar("Creating NavTile(s)", $"Creating from {sprites[i].name}", (float)i / (sprites.Count - 1));
                NavTile tile = ScriptableObject.CreateInstance <NavTile>();
                tile.sprite = sprites[i];

                if (AssetDatabase.LoadAssetAtPath($"{path}/{sprites[i].name}.asset", typeof(NavTile)))
                {
                    // Create dialog to ask if User is sure they want to overwrite existing prefab.
                    if (EditorUtility.DisplayDialog("Are you sure?",
                                                    "A NavTile with the name '" + sprites[i].name + "' already exists. Do you want to overwrite it?",
                                                    "Yes",
                                                    "No"))
                    // If the user presses the yes button, create the Prefab.
                    {
                        AssetDatabase.CreateAsset(tile, $"{path}/{sprites[i].name}.asset");
                    }
                }
                else
                {
                    AssetDatabase.CreateAsset(tile, $"{path}/{sprites[i].name}.asset");
                }
            }

            EditorUtility.ClearProgressBar();
        }
Exemple #2
0
        static void ConvertTiles()
        {
            Object[] objects = Selection.objects;

            List <Tile> tiles = new List <Tile>();

            for (int i = 0; i < objects.Length; i++)
            {
                // Only use tiles, no subclasses.
                if (objects[i].GetType() == typeof(Tile))
                {
                    tiles.Add((Tile)objects[i]);
                }
            }

            Object[] newTiles = new Object[tiles.Count];

            for (int i = 0; i < tiles.Count; i++)
            {
                EditorUtility.DisplayProgressBar("Converting to NavTile(s)", $"Converting {tiles[i].name}", (float)i / (tiles.Count - 1));

                NavTile nTile = ScriptableObject.CreateInstance <NavTile>();

                nTile.CreateFromTile(tiles[i]);

                string path = AssetDatabase.GetAssetPath(tiles[i]);

                Tilemap[] maps = Resources.FindObjectsOfTypeAll <Tilemap>();

                for (int x = 0; x < maps.Length; x++)
                {
                    if (maps[x].ContainsTile(tiles[i]))
                    {
                        maps[x].SwapTile(tiles[i], nTile);
                    }
                }

                AssetDatabase.CreateAsset(nTile, path);

                newTiles[i] = nTile;
            }

            EditorUtility.ClearProgressBar();

            Selection.objects = newTiles;
        }