Esempio n. 1
0
        public override uint[] GetSubtiles(Tilemap tilemap, int gridX, int gridY, uint tileData)
        {
            // Add animated tiles
            {
                int idx = CalculateIndex(tilemap, gridX, gridY, tileData);

                TilesetBrush brush = Tileset.FindBrush(Tileset.GetBrushIdFromTileData(TileIds[idx]));
                if (brush && brush.IsAnimated())
                {
                    TilemapChunk.RegisterAnimatedBrush(brush);
                }
            }
            return(null);
        }
Esempio n. 2
0
        public override uint Refresh(STETilemap tilemap, int gridX, int gridY, uint tileData)
        {
            if (RandomTileList.Count > 0)
            {
                uint randomTileData = GetRandomTile();
                if (RandomizeFlagMask != 0)
                {
                    uint flags = ((uint)Random.Range(0, 8) << 29) & RandomizeFlagMask;
                    randomTileData &= ~RandomizeFlagMask;
                    randomTileData |= flags;
                }
                uint brushTileData = RefreshLinkedBrush(tilemap, gridX, gridY, randomTileData);
                // overwrite flags
                brushTileData &= ~Tileset.k_TileDataMask_Flags;
                brushTileData |= randomTileData & Tileset.k_TileDataMask_Flags;


                TilesetBrush brush = Tileset.FindBrush(Tileset.GetBrushIdFromTileData(brushTileData));
                if (brush && brush.IsAnimated())
                {
                    // Set the animated brush (overwriting the random brush for this tile)
                    brushTileData &= ~Tileset.k_TileDataMask_BrushId;
                    brushTileData |= randomTileData & Tileset.k_TileDataMask_BrushId;
                }

                // Overwrite the brush id for the one in the selected random tile
                // Side Effect: the tile will loose the brush id for the random brush
                if (RemoveBrushIdAfterRefresh)
                {
                    // Do nothing
                }
                // Overwrite the selected tile brush id for the random brush id
                // NOTE: animated tiles wont be animated
                else
                {
                    // overwrite brush id
                    brushTileData &= ~Tileset.k_TileDataMask_BrushId;
                    brushTileData |= tileData & Tileset.k_TileDataMask_BrushId;
                }

                return(brushTileData);
            }
            return(tileData);
        }
Esempio n. 3
0
        public override uint Refresh(Tilemap tilemap, int gridX, int gridY, uint tileData)
        {
            if (RandomTileList.Count > 0)
            {
                uint randomTileData = GetRandomTile();
                if (RandomizeFlagMask != 0)
                {
                    uint flags = ((uint)Random.Range(0, 8) << 29) & RandomizeFlagMask;
                    randomTileData &= ~RandomizeFlagMask;
                    randomTileData |= flags;
                }
                uint brushTileData = RefreshLinkedBrush(tilemap, gridX, gridY, randomTileData);
                // overwrite flags
                brushTileData &= ~Tileset.k_TileDataMask_Flags;
                brushTileData |= randomTileData & Tileset.k_TileDataMask_Flags;


                TilesetBrush brush = Tileset.FindBrush(Tileset.GetBrushIdFromTileData(brushTileData));
                if (brush && brush.IsAnimated())
                {
                    // Set the animated brush (overwriting the random brush for this tile)
                    brushTileData &= ~Tileset.k_TileDataMask_BrushId;
                    brushTileData |= randomTileData & Tileset.k_TileDataMask_BrushId;
                }

                // - Commented:
                // This code will make the Random Brush to work only once
                // Copy the tile will copy the tile placed the first time
                // - Uncommented:
                // This code will make Refresh Tilemap to update all random brushes
                // Copy the tile will copy a random brush tile

                /*
                 * {
                 *  // overwrite brush id
                 *  brushTileData &= ~Tileset.k_TileDataMask_BrushId;
                 *  brushTileData |= tileData & Tileset.k_TileDataMask_BrushId;
                 * }*/

                return(brushTileData);
            }
            return(tileData);
        }
Esempio n. 4
0
        public override uint[] GetSubtiles(STETilemap tilemap, int gridX, int gridY, uint tileData)
        {
            // Add animated tiles
            {
                int  brushId      = (int)((tileData & Tileset.k_TileDataMask_BrushId) >> 16);
                bool autotiling_N = AutotileWith(tilemap, brushId, gridX, gridY + 1);
                bool autotiling_E = AutotileWith(tilemap, brushId, gridX + 1, gridY);
                bool autotiling_S = AutotileWith(tilemap, brushId, gridX, gridY - 1);
                bool autotiling_W = AutotileWith(tilemap, brushId, gridX - 1, gridY);

                int idx = 0;
                if (autotiling_N)
                {
                    idx = 1;
                }
                if (autotiling_E)
                {
                    idx |= 2;
                }
                if (autotiling_S)
                {
                    idx |= 4;
                }
                if (autotiling_W)
                {
                    idx |= 8;
                }

                TilesetBrush brush = Tileset.FindBrush(Tileset.GetBrushIdFromTileData(TileIds[idx]));
                if (brush && brush.IsAnimated())
                {
                    TilemapChunk.RegisterAnimatedBrush(brush);
                }
            }
            return(null);
        }
Esempio n. 5
0
        // '°', '├', '═', '┤', | 0, 2, 10, 8,
        // '┬', '╔', '╦', '╗', | 4, 6, 14, 12,
        // '║', '╠', '╬', '╣', | 5, 7, 15, 13,
        // '┴', '╚', '╩', '╝', | 1, 3, 11, 9,
        public override uint[] GetSubtiles(STETilemap tilemap, int gridX, int gridY, uint tileData)
        {
            CalculateNeighbourData(tilemap, gridX, gridY, tileData);
            // tiles that need subtile division
            if (s_needsSubTiles)
            {
                uint[] aSubTileData = null;

                if (s_neighIdx == 0) //°
                {
                    aSubTileData = new uint[] { TileIds[3], TileIds[9], TileIds[6], TileIds[12] };
                }
                else if (s_neighIdx == 4)//┬
                {
                    aSubTileData = new uint[] { TileIds[6], TileIds[12], TileIds[6], TileIds[12] };
                }
                else if (s_neighIdx == 5)//║
                {
                    aSubTileData = new uint[] { TileIds[7], TileIds[13], TileIds[7], TileIds[13] };
                }
                else if (s_neighIdx == 1)//┴
                {
                    aSubTileData = new uint[] { TileIds[3], TileIds[9], TileIds[3], TileIds[9] };
                }
                else if (s_neighIdx == 2)//├
                {
                    aSubTileData = new uint[] { TileIds[3], TileIds[3], TileIds[6], TileIds[6] };
                }
                else if (s_neighIdx == 10)//═
                {
                    aSubTileData = new uint[] { TileIds[11], TileIds[11], TileIds[14], TileIds[14] };
                }
                else if (s_neighIdx == 8)//┤
                {
                    aSubTileData = new uint[] { TileIds[9], TileIds[9], TileIds[12], TileIds[12] };
                }
                // NOTE: this case '╬' cut the tiles different (using corner tiles).
                // If it is commented, and default case is used, instead or corner tiles, it will use the center tile '╬'
                // Depending on the graphics it could be interesting add a check box to choose between using this or not.
                else if (s_neighIdx == 15)// ╬
                {
                    aSubTileData = new uint[] { InteriorCornerTileIds[0], InteriorCornerTileIds[1], InteriorCornerTileIds[2], InteriorCornerTileIds[3] };
                }
                else
                {
                    aSubTileData = new uint[] { TileIds[s_neighIdx], TileIds[s_neighIdx], TileIds[s_neighIdx], TileIds[s_neighIdx] };
                }

                for (int i = 0; i < s_showDiagonal.Length; ++i)
                {
                    aSubTileData[i] = RefreshLinkedBrush(tilemap, gridX, gridY, aSubTileData[i]);
                    if (s_showDiagonal[i])
                    {
                        aSubTileData[i] = InteriorCornerTileIds[3 - i];
                    }
                    // Add animated tiles
                    {
                        TilesetBrush brush = Tileset.FindBrush(Tileset.GetBrushIdFromTileData(aSubTileData[i]));
                        if (brush && brush.IsAnimated())
                        {
                            TilemapChunk.RegisterAnimatedBrush(brush, i);
                        }
                    }
                }

                return(aSubTileData);
            }

            // Add animated tiles
            {
                TilesetBrush brush = Tileset.FindBrush(Tileset.GetBrushIdFromTileData(s_tileData));
                if (brush && brush.IsAnimated())
                {
                    TilemapChunk.RegisterAnimatedBrush(brush);
                }
            }
            return(null);
        }
        private void UpdateMeshVertexColor()
        {
            //Debug.Log( "[" + ParentTilemap.name + "] FillData -> " + name);
            if (!Tileset || !Tileset.AtlasTexture)
            {
                return;
            }

            int totalTiles = m_width * m_height;

            if (s_colors32 == null)
            {
                s_colors32 = new List <Color32>(totalTiles * 4);
            }
            else
            {
                s_colors32.Clear();
            }

            for (int ty = 0, tileIdx = 0; ty < m_height; ++ty)
            {
                for (int tx = 0; tx < m_width; ++tx, ++tileIdx)
                {
                    uint tileData = m_tileDataList[tileIdx];
                    if (tileData != Tileset.k_TileData_Empty)
                    {
                        int          brushId   = (int)((tileData & Tileset.k_TileDataMask_BrushId) >> 16);
                        int          tileId    = (int)(tileData & Tileset.k_TileDataMask_TileId);
                        Tile         tile      = Tileset.GetTile(tileId);
                        TilesetBrush tileBrush = null;
                        if (brushId > 0)
                        {
                            tileBrush = Tileset.FindBrush(brushId);
                        }

                        uint[] subtileData = tileBrush != null?tileBrush.GetSubtiles(ParentTilemap, GridPosX + tx, GridPosY + ty, tileData) : null;

                        if (subtileData == null)
                        {
                            if (tile != null)
                            {
                                if (tile.prefabData.prefab == null || tile.prefabData.showTileWithPrefab || //hide the tiles with prefabs ( unless showTileWithPrefab is true )
                                    tileBrush && tileBrush.IsAnimated())    // ( skip if it's an animated brush )
                                {
                                    if (m_tileColorList != null && m_tileColorList.Count > tileIdx)
                                    {
                                        TileColor32 tileColor32 = m_tileColorList[tileIdx];
                                        s_colors32.Add(tileColor32.c0);
                                        s_colors32.Add(tileColor32.c1);
                                        s_colors32.Add(tileColor32.c2);
                                        s_colors32.Add(tileColor32.c3);
                                    }
                                }
                            }
                        }
                        else
                        {
                            for (int i = 0; i < subtileData.Length; ++i)
                            {
                                //if (tileUV != default(Rect)) //NOTE: if this is uncommented, there won't be coherence with geometry ( 16 vertices per tiles with subtiles ). But it means also, the tile shouldn't be null.
                                {
                                    if (m_tileColorList != null && m_tileColorList.Count > tileIdx)
                                    {
                                        TileColor32 tileColor32 = m_tileColorList[tileIdx];
                                        Color32     middleColor = new Color32(
                                            System.Convert.ToByte((tileColor32.c0.r + tileColor32.c1.r + tileColor32.c2.r + tileColor32.c3.r) >> 2),
                                            System.Convert.ToByte((tileColor32.c0.g + tileColor32.c1.g + tileColor32.c2.g + tileColor32.c3.g) >> 2),
                                            System.Convert.ToByte((tileColor32.c0.b + tileColor32.c1.b + tileColor32.c2.b + tileColor32.c3.b) >> 2),
                                            System.Convert.ToByte((tileColor32.c0.a + tileColor32.c1.a + tileColor32.c2.a + tileColor32.c3.a) >> 2)
                                            );
                                        switch (i)
                                        {
                                        case 0:
                                            s_colors32.Add(tileColor32.c0);
                                            s_colors32.Add(Color32.Lerp(tileColor32.c1, tileColor32.c0, .5f));
                                            s_colors32.Add(Color32.Lerp(tileColor32.c2, tileColor32.c0, .5f));
                                            s_colors32.Add(middleColor);
                                            break;

                                        case 1:
                                            s_colors32.Add(Color32.Lerp(tileColor32.c0, tileColor32.c1, .5f));
                                            s_colors32.Add(tileColor32.c1);
                                            s_colors32.Add(middleColor);
                                            s_colors32.Add(Color32.Lerp(tileColor32.c3, tileColor32.c1, .5f));
                                            break;

                                        case 2:
                                            s_colors32.Add(Color32.Lerp(tileColor32.c0, tileColor32.c2, .5f));
                                            s_colors32.Add(middleColor);
                                            s_colors32.Add(tileColor32.c2);
                                            s_colors32.Add(Color32.Lerp(tileColor32.c3, tileColor32.c2, .5f));
                                            break;

                                        case 3:
                                            s_colors32.Add(middleColor);
                                            s_colors32.Add(Color32.Lerp(tileColor32.c1, tileColor32.c3, .5f));
                                            s_colors32.Add(Color32.Lerp(tileColor32.c2, tileColor32.c3, .5f));
                                            s_colors32.Add(tileColor32.c3);
                                            break;
                                        }
                                    }
                                }
                            }
                        }
                    }
                }
            }
        }
        /*
         * private void DummyDeepProfilingFix()
         * {
         *  // For some reason, in Unity 2017.3.1f1, the Deep Profiling crashes unless FillMeshData call any method, even a dummy method like this
         *  // Other weird thing is, the crash doesn't happens if one case of the switch statement is commented
         *  // FINALLY: the fix was to change the Switch for if-else statements. I keep this notes just in case to remember about this weird issue.
         * }
         */

        /// <summary>
        /// Fill the mesh data and return false if all tiles are empty
        /// </summary>
        /// <returns></returns>
        private bool FillMeshData()
        {
            //Debug.Log( "[" + ParentTilemap.name + "] FillData -> " + name);
            //DummyDeepProfilingFix();

            if (!Tileset || !Tileset.AtlasTexture)
            {
                return(false);
            }
            s_currUpdatedTilechunk = this;

            int totalTiles = m_width * m_height;

            if (s_vertices == null)
            {
                s_vertices = new List <Vector3>(totalTiles * 4);
            }
            else
            {
                s_vertices.Clear();
            }
            if (s_triangles == null)
            {
                s_triangles = new List <int>(totalTiles * 6);
            }
            else
            {
                s_triangles.Clear();
            }
            if (s_colors32 == null)
            {
                s_colors32 = new List <Color32>(totalTiles * 4);
            }
            else
            {
                s_colors32.Clear();
            }
            if (m_uv == null)
            {
                m_uv = new List <Vector2>(totalTiles * 4);
            }
            else
            {
                m_uv.Clear();
            }

            Vector2[] subTileOffset = new Vector2[]
            {
                new Vector2(0f, 0f),
                new Vector2(CellSize.x / 2f, 0f),
                new Vector2(0f, CellSize.y / 2f),
                new Vector2(CellSize.x / 2f, CellSize.y / 2f),
            };
            Vector2 subTileSize = CellSize / 2f;

            m_animatedTiles.Clear();
            bool isEmpty = true;

            for (int ty = 0, tileIdx = 0; ty < m_height; ++ty)
            {
                for (int tx = 0; tx < m_width; ++tx, ++tileIdx)
                {
                    uint tileData = m_tileDataList[tileIdx];
                    if (tileData != Tileset.k_TileData_Empty)
                    {
                        int          brushId   = (int)((tileData & Tileset.k_TileDataMask_BrushId) >> 16);
                        int          tileId    = (int)(tileData & Tileset.k_TileDataMask_TileId);
                        Tile         tile      = Tileset.GetTile(tileId);
                        TilesetBrush tileBrush = null;
                        if (tileId >= 0 && tile == null && brushId <= 0)
                        {
                            Debug.LogWarning(ParentTilemap.name + "\\" + name + ": TileId " + tileId + " not found! GridPos(" + (GridPosX + tx) + "," + (GridPosY + ty) + ") tilaData 0x" + tileData.ToString("X"));
                            m_tileDataList[tileIdx] = Tileset.k_TileData_Empty;
                        }
                        if (brushId > 0)
                        {
                            tileBrush = Tileset.FindBrush(brushId);
                            if (tileBrush == null)
                            {
                                Debug.LogWarning(ParentTilemap.name + "\\" + name + ": BrushId " + brushId + " not found! GridPos(" + (GridPosX + tx) + "," + (GridPosY + ty) + ") tilaData 0x" + tileData.ToString("X"));
                                m_tileDataList[tileIdx] = tileData & ~Tileset.k_TileDataMask_BrushId;
                            }
                            if (tileBrush != null && (m_invalidateBrushes || (tileData & Tileset.k_TileFlag_Updated) == 0))
                            {
                                tileData = tileBrush.Refresh(ParentTilemap, GridPosX + tx, GridPosY + ty, tileData);
                                //+++NOTE: this code add support for animated brushes inside a random brush
                                // Collateral effects of supporting changing the brush id in Refresh:
                                // - When the random brush select a tile data with another brush id, this tile won't be a random tile any more
                                // - If the tilemap is refreshed several times, and at least a tile data contains another brush id, then all tiles will loose the brush id of the random brush
                                if (BrushBehaviour.Instance.BrushTilemap == ParentTilemap) // avoid changing brushId when updating the BrushTilemap
                                {
                                    tileData &= ~Tileset.k_TileDataMask_BrushId;
                                    tileData |= (uint)(brushId << 16);
                                }
                                int newBrushId = (int)((tileData & Tileset.k_TileDataMask_BrushId) >> 16);
                                if (brushId != newBrushId)
                                {
                                    brushId   = newBrushId;
                                    tileBrush = Tileset.FindBrush(brushId);
                                }
                                //---
                                tileData |= Tileset.k_TileFlag_Updated; // set updated flag
                                m_tileDataList[tileIdx] = tileData;     // update tileData
                                tileId = (int)(tileData & Tileset.k_TileDataMask_TileId);
                                tile   = Tileset.GetTile(tileId);
                                // update created objects
                                if (tile != null && tile.prefabData.prefab != null)
                                {
                                    CreateTileObject(tileIdx, tile.prefabData);
                                }
                                else
                                {
                                    DestroyTileObject(tileIdx);
                                }
                            }
                        }

                        isEmpty = false;

                        if (tileBrush != null && tileBrush.IsAnimated())
                        {
                            m_animatedTiles.Add(new AnimTileData()
                            {
                                VertexIdx = s_vertices.Count, Brush = tileBrush, SubTileIdx = -1
                            });
                        }

                        s_currUVVertex = s_vertices.Count;
                        Rect   tileUV;
                        uint[] subtileData = tileBrush != null?tileBrush.GetSubtiles(ParentTilemap, GridPosX + tx, GridPosY + ty, tileData) : null;

                        if (subtileData == null)
                        {
                            if (tile != null)
                            {
                                if (tile.prefabData.prefab == null || tile.prefabData.showTileWithPrefab || //hide the tiles with prefabs ( unless showTileWithPrefab is true )
                                    tileBrush && tileBrush.IsAnimated())    // ( skip if it's an animated brush )
                                {
                                    tileUV = tile.uv;
                                    _AddTileToMesh(tileUV, tx, ty, tileData, Vector2.zero, CellSize);
                                    if (m_tileColorList != null && m_tileColorList.Count > tileIdx)
                                    {
                                        TileColor32 tileColor32 = m_tileColorList[tileIdx];
                                        s_colors32.Add(tileColor32.c0);
                                        s_colors32.Add(tileColor32.c1);
                                        s_colors32.Add(tileColor32.c2);
                                        s_colors32.Add(tileColor32.c3);
                                    }
                                }
                            }
                        }
                        else
                        {
                            for (int i = 0; i < subtileData.Length; ++i)
                            {
                                uint subTileData = subtileData[i];
                                int  subTileId   = (int)(subTileData & Tileset.k_TileDataMask_TileId);
                                Tile subTile     = Tileset.GetTile(subTileId);
                                tileUV = subTile != null ? subTile.uv : default(Rect);
                                //if (tileUV != default(Rect)) //NOTE: if this is uncommented, there won't be coherence with geometry ( 16 vertices per tiles with subtiles ). But it means also, the tile shouldn't be null.
                                {
                                    _AddTileToMesh(tileUV, tx, ty, subTileData, subTileOffset[i], subTileSize, i);
                                    if (m_tileColorList != null && m_tileColorList.Count > tileIdx)
                                    {
                                        TileColor32 tileColor32 = m_tileColorList[tileIdx];
                                        Color32     middleColor = new Color32(
                                            System.Convert.ToByte((tileColor32.c0.r + tileColor32.c1.r + tileColor32.c2.r + tileColor32.c3.r) >> 2),
                                            System.Convert.ToByte((tileColor32.c0.g + tileColor32.c1.g + tileColor32.c2.g + tileColor32.c3.g) >> 2),
                                            System.Convert.ToByte((tileColor32.c0.b + tileColor32.c1.b + tileColor32.c2.b + tileColor32.c3.b) >> 2),
                                            System.Convert.ToByte((tileColor32.c0.a + tileColor32.c1.a + tileColor32.c2.a + tileColor32.c3.a) >> 2)
                                            );
                                        //switch(i) // FIX Deep Profiling crash in Unity 2017.3.1f1 see: DummyDeepProfilingFix notes
                                        {
                                            if (i == 0)
                                            {
                                                s_colors32.Add(tileColor32.c0);
                                                s_colors32.Add(Color32.Lerp(tileColor32.c1, tileColor32.c0, .5f));
                                                s_colors32.Add(Color32.Lerp(tileColor32.c2, tileColor32.c0, .5f));
                                                s_colors32.Add(middleColor);
                                            }
                                            else if (i == 1)
                                            {
                                                s_colors32.Add(Color32.Lerp(tileColor32.c0, tileColor32.c1, .5f));
                                                s_colors32.Add(tileColor32.c1);
                                                s_colors32.Add(middleColor);
                                                s_colors32.Add(Color32.Lerp(tileColor32.c3, tileColor32.c1, .5f));
                                            }
                                            else if (i == 2)
                                            {
                                                s_colors32.Add(Color32.Lerp(tileColor32.c0, tileColor32.c2, .5f));
                                                s_colors32.Add(middleColor);
                                                s_colors32.Add(tileColor32.c2);
                                                s_colors32.Add(Color32.Lerp(tileColor32.c3, tileColor32.c2, .5f));
                                            }
                                            else if (i == 3)
                                            {
                                                s_colors32.Add(middleColor);
                                                s_colors32.Add(Color32.Lerp(tileColor32.c1, tileColor32.c3, .5f));
                                                s_colors32.Add(Color32.Lerp(tileColor32.c2, tileColor32.c3, .5f));
                                                s_colors32.Add(tileColor32.c3);
                                            }
                                        }
                                    }
                                }
                            }
                        }
                    }
                }
            }

            //NOTE: the destruction of tileobjects needs to be done here to avoid a Undo/Redo bug. Check inside DestroyTileObject for more information.
            for (int i = 0; i < m_tileObjToBeRemoved.Count; ++i)
            {
                DestroyTileObject(m_tileObjToBeRemoved[i]);
            }
            m_tileObjToBeRemoved.Clear();
            s_currUpdatedTilechunk = null;
            return(!isEmpty);
        }
Esempio n. 8
0
        /// <summary>
        /// Fill the mesh data and return false if all tiles are empty
        /// </summary>
        /// <returns></returns>
        private bool FillMeshData()
        {
            //Debug.Log( "[" + ParentTilemap.name + "] FillData -> " + name);
            if (Tileset == null)
            {
                return(false);
            }

            int totalTiles = m_width * m_height;

            if (m_vertices == null)
            {
                m_vertices  = new List <Vector3>(totalTiles * 4);
                m_uv        = new List <Vector2>(totalTiles * 4);
                m_triangles = new List <int>(totalTiles * 6);
            }
            else
            {
                m_vertices.Clear();
                m_triangles.Clear();
                m_uv.Clear();
            }

            //+++ MeshCollider
            if (m_meshCollVertices == null)
            {
                m_meshCollVertices  = new List <Vector3>(totalTiles * 4);
                m_meshCollTriangles = new List <int>(totalTiles * 6);
            }
            else
            {
                m_meshCollVertices.Clear();
                m_meshCollTriangles.Clear();
            }
            TileColliderData testCollData = new TileColliderData();

            testCollData.vertices = new Vector2[4] {
                new Vector2(0, 0), new Vector2(0, 1), new Vector2(1, 1), new Vector2(1, 0)
            };
            //---

            Vector2[] subTileOffset = new Vector2[]
            {
                new Vector2(0f, 0f),
                new Vector2(CellSize.x / 2f, 0f),
                new Vector2(0f, CellSize.y / 2f),
                new Vector2(CellSize.x / 2f, CellSize.y / 2f),
            };
            Vector2 subTileSize = CellSize / 2f;

            m_animatedTiles.Clear();
            bool isEmpty = true;

            for (int ty = 0, tileIdx = 0; ty < m_height; ++ty)
            {
                for (int tx = 0; tx < m_width; ++tx, ++tileIdx)
                {
                    uint tileData = m_tileDataList[tileIdx];
                    if (tileData != Tileset.k_TileData_Empty)
                    {
                        int          brushId   = (int)((tileData & Tileset.k_TileDataMask_BrushId) >> 16);
                        int          tileId    = (int)(tileData & Tileset.k_TileDataMask_TileId);
                        Tile         tile      = (tileId != Tileset.k_TileId_Empty) ? Tileset.Tiles[tileId] : null;
                        TilesetBrush tileBrush = null;
                        if (brushId > 0)
                        {
                            tileBrush = Tileset.FindBrush(brushId);
                            if (tileBrush == null)
                            {
                                Debug.LogWarning(ParentTilemap.name + "\\" + name + ": BrushId " + brushId + " not found! GridPos(" + tx + "," + ty + ") tilaData 0x" + tileData.ToString("X"));
                                m_tileDataList[tileIdx] = tileData & ~Tileset.k_TileDataMask_BrushId;
                            }
                            if (tileBrush != null && (m_invalidateBrushes || (tileData & Tileset.k_TileFlag_Updated) == 0))
                            {
                                tileData  = tileBrush.Refresh(ParentTilemap, GridPosX + tx, GridPosY + ty, tileData);
                                tileData |= Tileset.k_TileFlag_Updated; // set updated flag
                                m_tileDataList[tileIdx] = tileData;     // update tileData
                                tileId = (int)(tileData & Tileset.k_TileDataMask_TileId);
                                tile   = (tileId != Tileset.k_TileId_Empty) ? Tileset.Tiles[tileId] : null;
                                // update created objects
                                if (tile != null && tile.prefabData.prefab != null)
                                {
                                    CreateTileObject(tileIdx, tile.prefabData);
                                }
                                else
                                {
                                    DestroyTileObject(tileIdx);
                                }
                            }
                        }

                        isEmpty = false;

                        if (tileBrush != null && tileBrush.IsAnimated())
                        {
                            m_animatedTiles.Add(new AnimTileData()
                            {
                                VertexIdx = m_vertices.Count, Brush = tileBrush
                            });
                        }


                        Rect   tileUV;
                        uint[] subtileData = tileBrush != null?tileBrush.GetSubtiles(ParentTilemap, GridPosX + tx, GridPosY + ty, tileData) : null;

                        if (subtileData == null)
                        {
                            if (tile != null)
                            {
                                if (tile.prefabData.prefab == null || tile.prefabData.showTileWithPrefab || //hide the tiles with prefabs ( unless showTileWithPrefab is true )
                                    tileBrush && tileBrush.IsAnimated())    // ( skip if it's an animated brush )
                                {
                                    tileUV = tile.uv;
                                    _AddTileToMesh(tileUV, tx, ty, tileData, Vector2.zero, CellSize);
                                }
                            }
                        }
                        else
                        {
                            for (int i = 0; i < subtileData.Length; ++i)
                            {
                                uint subTileData = subtileData[i];
                                int  subTileId   = (int)(subTileData & Tileset.k_TileDataMask_TileId);
                                tileUV = subTileId != Tileset.k_TileId_Empty ? Tileset.Tiles[subTileId].uv : default(Rect);
                                //if (tileUV != default(Rect)) //NOTE: if this is uncommented, there won't be coherence with geometry ( 16 vertices per tiles with subtiles ). But it means also, the tile shouldn't be null.
                                {
                                    _AddTileToMesh(tileUV, tx, ty, subTileData, subTileOffset[i], subTileSize, i);
                                }
                            }
                        }
                    }
                }
            }

            //NOTE: the destruction of tileobjects needs to be done here to avoid a Undo/Redo bug. Check inside DestroyTileObject for more information.
            for (int i = 0; i < m_tileObjToBeRemoved.Count; ++i)
            {
                DestroyTileObject(m_tileObjToBeRemoved[i]);
            }
            m_tileObjToBeRemoved.Clear();

            return(!isEmpty);
        }