Esempio n. 1
0
 protected override void Awake()
 {
     base.Awake();
     CollisionMap.SetBlocked(Iso.MapToIso(transform.position), CollisionLayers.Item);
     _animator = GetComponent <SpriteAnimator>();
     _renderer = GetComponent <SpriteRenderer>();
 }
Esempio n. 2
0
        private static void ApplyTileCollisions(DT1.Tile tile, int x, int y)
        {
            var pos = Iso.MapTileToWorld(x, y);
            var collisionMapOffset = Iso.Snap(Iso.MapToIso(pos));
            int flagIndex          = 0;

            DT1.BlockFlags mask = DT1.BlockFlags.Walk | DT1.BlockFlags.PlayerWalk;
            for (int dy = 2; dy > -3; --dy)
            {
                for (int dx = -2; dx < 3; ++dx, ++flagIndex)
                {
                    Vector2i        subCellPos    = collisionMapOffset + new Vector2i(dx, dy);
                    bool            passable      = (tile.flags[flagIndex] & mask) == 0;
                    CollisionLayers blockedLayers = passable ? CollisionLayers.None : CollisionLayers.Walk;
                    if (tile.orientation == 0)
                    {
                        CollisionMap.SetBlocked(subCellPos, blockedLayers);
                    }
                    else if (CollisionMap.Passable(subCellPos, CollisionLayers.Walk) && !passable)
                    {
                        CollisionMap.SetBlocked(subCellPos, blockedLayers);
                    }
                }
            }
        }
Esempio n. 3
0
 private void Awake()
 {
     if (materialProperties == null)
     {
         materialProperties = new MaterialPropertyBlock();
     }
     CollisionMap.SetBlocked(Iso.MapToIso(transform.position), CollisionLayers.Item);
     animator = GetComponent <SpriteAnimator>();
 }
Esempio n. 4
0
 protected override void Awake()
 {
     base.Awake();
     if (materialProperties == null)
     {
         materialProperties = new MaterialPropertyBlock();
     }
     CollisionMap.SetBlocked(Iso.MapToIso(transform.position), CollisionLayers.Item);
     animator = GetComponent <SpriteAnimator>();
     renderer = GetComponent <SpriteRenderer>();
 }
Esempio n. 5
0
 private void OnDisable()
 {
     CollisionMap.SetBlocked(Iso.MapToIso(transform.position), CollisionLayers.None);
 }
Esempio n. 6
0
        static Renderer CreateTile(DT1.Tile tile, int x, int y, int orderInLayer = 0, Transform parent = null)
        {
            var texture = tile.texture;
            var pos     = Iso.MapTileToWorld(x, y);

            GameObject gameObject = new GameObject();

            gameObject.name = tile.mainIndex + "_" + tile.subIndex + "_" + tile.orientation;
            gameObject.transform.position = pos;
            if (parent)
            {
                gameObject.transform.SetParent(parent);
            }
            var   meshRenderer = gameObject.AddComponent <MeshRenderer>();
            var   meshFilter   = gameObject.AddComponent <MeshFilter>();
            Mesh  mesh         = new Mesh();
            float x0           = tile.textureX;
            float y0           = tile.textureY;
            float w            = tile.width / Iso.pixelsPerUnit;
            float h            = (-tile.height) / Iso.pixelsPerUnit;

            if (tile.orientation == 0 || tile.orientation == 15)
            {
                var topLeft = new Vector3(-1f, 0.5f);
                if (tile.orientation == 15)
                {
                    topLeft.y += tile.roofHeight / Iso.pixelsPerUnit;
                }
                mesh.vertices = new Vector3[]
                {
                    topLeft,
                    topLeft + new Vector3(0, -h),
                    topLeft + new Vector3(w, -h),
                    topLeft + new Vector3(w, 0)
                };
                mesh.triangles = new int[] { 2, 1, 0, 3, 2, 0 };
                mesh.uv        = new Vector2[]
                {
                    new Vector2(x0 / texture.width, -y0 / texture.height),
                    new Vector2(x0 / texture.width, (-y0 + tile.height) / texture.height),
                    new Vector2((x0 + tile.width) / texture.width, (-y0 + tile.height) / texture.height),
                    new Vector2((x0 + tile.width) / texture.width, -y0 / texture.height)
                };

                meshRenderer.sortingLayerID = tile.orientation == 0 ? SortingLayers.Floor : SortingLayers.Roof;
                meshRenderer.sortingOrder   = orderInLayer;

                gameObject.name += tile.orientation == 0 ? " (floor)" : " (roof)";
            }
            else if (tile.orientation > 15)
            {
                int upperPart = Math.Min(96, -tile.height);
                y0 -= upperPart;
                var topLeft = new Vector3(-1f, upperPart / Iso.pixelsPerUnit - 0.5f);
                mesh.vertices = new Vector3[] {
                    topLeft,
                    topLeft + new Vector3(0, -h),
                    topLeft + new Vector3(w, -h),
                    topLeft + new Vector3(w, 0)
                };
                mesh.triangles = new int[] { 2, 1, 0, 3, 2, 0 };
                mesh.uv        = new Vector2[] {
                    new Vector2(x0 / texture.width, -y0 / texture.height),
                    new Vector2(x0 / texture.width, (-y0 + tile.height) / texture.height),
                    new Vector2((x0 + tile.width) / texture.width, (-y0 + tile.height) / texture.height),
                    new Vector2((x0 + tile.width) / texture.width, -y0 / texture.height)
                };
                meshRenderer.sortingLayerID = SortingLayers.LowerWall;
                meshRenderer.sortingOrder   = orderInLayer;

                gameObject.name += " (lower wall)";
            }
            else
            {
                var topLeft = new Vector3(-1f, h - 0.5f);
                mesh.vertices = new Vector3[] {
                    topLeft,
                    topLeft + new Vector3(0, -h),
                    topLeft + new Vector3(w, -h),
                    topLeft + new Vector3(w, 0)
                };
                mesh.triangles = new int[] { 2, 1, 0, 3, 2, 0 };
                mesh.uv        = new Vector2[] {
                    new Vector2(x0 / texture.width, (-y0 - tile.height) / texture.height),
                    new Vector2(x0 / texture.width, -y0 / texture.height),
                    new Vector2((x0 + tile.width) / texture.width, -y0 / texture.height),
                    new Vector2((x0 + tile.width) / texture.width, (-y0 - tile.height) / texture.height)
                };
                if (tile.orientation == 13) // shadows
                {
                    meshRenderer.sortingLayerID = SortingLayers.Shadow;
                }
                meshRenderer.sortingOrder = Iso.SortingOrder(pos) - 4;
            }
            meshFilter.mesh = mesh;

            int flagIndex          = 0;
            var collisionMapOffset = Iso.Snap(Iso.MapToIso(pos));

            DT1.BlockFlags mask = DT1.BlockFlags.Walk | DT1.BlockFlags.PlayerWalk;
            for (int dy = 2; dy > -3; --dy)
            {
                for (int dx = -2; dx < 3; ++dx, ++flagIndex)
                {
                    Vector2i        subCellPos    = collisionMapOffset + new Vector2i(dx, dy);
                    bool            passable      = (tile.flags[flagIndex] & mask) == 0;
                    CollisionLayers blockedLayers = passable ? CollisionLayers.None : CollisionLayers.Walk;
                    if (tile.orientation == 0)
                    {
                        CollisionMap.SetBlocked(subCellPos, blockedLayers);
                    }
                    else if (CollisionMap.Passable(subCellPos, CollisionLayers.Walk) && !passable)
                    {
                        CollisionMap.SetBlocked(subCellPos, blockedLayers);
                    }
                }
            }

            meshRenderer.material = tile.material;
            return(meshRenderer);
        }