private void AssignTagTo(GameObject gameObject, XElement xml, ImportBehaviour importComponent)
        {
            string tag = ImportUtils.GetAttributeAsString(xml, "tag", "");

            if (String.IsNullOrEmpty(tag))
            {
                return;
            }

            // Let the user know if the tag doesn't exist in our project sttings
            try
            {
                gameObject.tag = tag;
            }
            catch (UnityException)
            {
                importComponent.RecordError("Tag '{0}' is not defined for '{1}'. Check project settings in Edit->Project Settings->Tags & Layers", tag, GetFullGameObjectName(gameObject.transform));
            }
        }
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        private void AssignLayerTo(GameObject gameObject, XElement xml, ImportBehaviour importComponent)
        {
            string layerName = ImportUtils.GetAttributeAsString(xml, "layer", "");

            if (String.IsNullOrEmpty(layerName))
            {
                return;
            }

            int layerId = LayerMask.NameToLayer(layerName);

            if (layerId == -1)
            {
                importComponent.RecordError("Layer '{0}' is not defined for '{1}'. Check project settings in Edit->Project Settings->Tags & Layers", layerName, GetFullGameObjectName(gameObject.transform));
                return;
            }

            // Set the layer on ourselves (and our children)
            AssignLayerIdTo(gameObject, layerId);
        }
Esempio n. 3
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        private void AddGameObjectsTo(GameObject parent, XElement xml, bool isParentTrigger, ImportBehaviour importComponent, IList <ICustomTiledImporter> customImporters)
        {
            foreach (XElement goXml in xml.Elements("GameObject"))
            {
                string name     = ImportUtils.GetAttributeAsString(goXml, "name", "");
                string copyFrom = ImportUtils.GetAttributeAsString(goXml, "copy", "");
                string mesh     = ImportUtils.GetAttributeAsString(goXml, "mesh", "");

                GameObject child = null;

                if (!String.IsNullOrEmpty(mesh))
                {
                    child = CreateGameObjectWithMesh(mesh, importComponent);
                }
                else if (!String.IsNullOrEmpty(copyFrom))
                {
                    child = CreateCopyFromMeshObj(copyFrom, importComponent);
                }
                else
                {
                    child = new GameObject();
                }

                if (child == null)
                {
                    importComponent.RecordError("Error creating child object '{0}'", name);
                    return;
                }

                // Assign the given name to our child
                if (!String.IsNullOrEmpty(name))
                {
                    child.name = name;
                }

                // Assign the child to the parent
                child.transform.parent = parent.transform;

                // Set the position
                float x = ImportUtils.GetAttributeAsFloat(goXml, "x", 0);
                float y = ImportUtils.GetAttributeAsFloat(goXml, "y", 0);
                float z = ImportUtils.GetAttributeAsFloat(goXml, "z", 0);
                child.transform.localPosition = new Vector3(x, y, z);

                // Add any layer components
                AddTileLayerComponentsTo(child, goXml);
                AddObjectLayerComponentsTo(child, goXml);
                AddGroupLayerComponentsTo(child, goXml);

                // Add any object group items
                AddTmxObjectComponentsTo(child, goXml);
                AddRectangleObjectComponentsTo(child, goXml);
                AddCircleObjectComponentsTo(child, goXml);
                AddPolygonObjectComponentsTo(child, goXml);
                AddPolylineObjectComponentsTo(child, goXml);
                AddTileObjectComponentsTo(child, goXml);

                // Add any tile animators
                AddTileAnimatorsTo(child, goXml);

                // Do we have any collision data?
                // Check if we are setting 'isTrigger' for ourselves or for our children
                bool isTrigger = ImportUtils.GetAttributeAsBoolean(goXml, "isTrigger", isParentTrigger);
                AddCollidersTo(child, isTrigger, goXml);

                // Do we have any children of our own?
                AddGameObjectsTo(child, goXml, isTrigger, importComponent, customImporters);

                // Does this game object have a tag?
                AssignTagTo(child, goXml, importComponent);

                // Does this game object have a layer?
                AssignLayerTo(child, goXml, importComponent);

                // Assign from various attributes
                AssignOpacityTo(child, goXml, importComponent);
                AssignSortingLayerNameTo(child, goXml, importComponent);
                AssignSortingOrderTo(child, goXml, importComponent);

                // Set scale and rotation *after* children are added otherwise Unity will have child+parent transform cancel each other out
                float sx = ImportUtils.GetAttributeAsFloat(goXml, "scaleX", 1.0f);
                float sy = ImportUtils.GetAttributeAsFloat(goXml, "scaleY", 1.0f);
                child.transform.localScale = new Vector3(sx, sy, 1.0f);

                // Set the rotation
                // Use negative rotation on the z component because of change in coordinate systems between Tiled and Unity
                Vector3 localRotation = new Vector3();
                localRotation.z             = -ImportUtils.GetAttributeAsFloat(goXml, "rotation", 0);
                child.transform.eulerAngles = localRotation;

                // Are there any custom properties? (This comes last - after all transformations have taken place.)
                HandleCustomProperties(child, goXml, customImporters);
            }
        }
        private void AddGameObjectsTo(GameObject parent, XElement xml, bool isParentTrigger, string objPath, ImportBehaviour importComponent, IList <ICustomTiledImporter> customImporters)
        {
            foreach (XElement goXml in xml.Elements("GameObject"))
            {
                string name     = ImportUtils.GetAttributeAsString(goXml, "name", "");
                string copyFrom = ImportUtils.GetAttributeAsString(goXml, "copy", "");

                GameObject child = null;
                if (!String.IsNullOrEmpty(copyFrom))
                {
                    float opacity = ImportUtils.GetAttributeAsFloat(goXml, "opacity", 1);
                    child = CreateCopyFromMeshObj(copyFrom, objPath, opacity, importComponent);
                    if (child == null)
                    {
                        // We're in trouble. Errors should already be in the log.
                        return;
                    }

                    // Apply the sorting to the renderer of the mesh object we just copied into the child
                    Renderer renderer = child.GetComponent <Renderer>();

                    string sortingLayer = ImportUtils.GetAttributeAsString(goXml, "sortingLayerName", "");
                    if (!String.IsNullOrEmpty(sortingLayer) && !SortingLayerExposedEditor.GetSortingLayerNames().Contains(sortingLayer))
                    {
                        importComponent.RecordError("Sorting Layer \"{0}\" does not exist. Check your Project Settings -> Tags and Layers", sortingLayer);
                        renderer.sortingLayerName = "Default";
                    }
                    else
                    {
                        renderer.sortingLayerName = sortingLayer;
                    }

                    // Set the sorting order
                    renderer.sortingOrder = ImportUtils.GetAttributeAsInt(goXml, "sortingOrder", 0);
                }
                else
                {
                    child = new GameObject();
                }

                if (!String.IsNullOrEmpty(name))
                {
                    child.name = name;
                }

                // Assign the child to the parent
                child.transform.parent = parent.transform;

                // Set the position
                float x = ImportUtils.GetAttributeAsFloat(goXml, "x", 0);
                float y = ImportUtils.GetAttributeAsFloat(goXml, "y", 0);
                float z = ImportUtils.GetAttributeAsFloat(goXml, "z", 0);
                child.transform.localPosition = new Vector3(x, y, z);

                // Add any layer components
                AddTileLayerComponentsTo(child, goXml);
                AddObjectLayerComponentsTo(child, goXml);
                AddGroupLayerComponentsTo(child, goXml);

                // Add any object group items
                AddTmxObjectComponentsTo(child, goXml);
                AddRectangleObjectComponentsTo(child, goXml);
                AddCircleObjectComponentsTo(child, goXml);
                AddPolygonObjectComponentsTo(child, goXml);
                AddPolylineObjectComponentsTo(child, goXml);
                AddTileObjectComponentsTo(child, goXml);

                // Add any tile animators
                AddTileAnimatorsTo(child, goXml);

                // Do we have any collision data?
                // Check if we are setting 'isTrigger' for ourselves or for our childen
                bool isTrigger = ImportUtils.GetAttributeAsBoolean(goXml, "isTrigger", isParentTrigger);
                AddCollidersTo(child, isTrigger, goXml);

                // Do we have any children of our own?
                AddGameObjectsTo(child, goXml, isTrigger, objPath, importComponent, customImporters);

                // Does this game object have a tag?
                AssignTagTo(child, goXml, importComponent);

                // Does this game object have a layer?
                AssignLayerTo(child, goXml, importComponent);

                // Set scale and rotation *after* children are added otherwise Unity will have child+parent transform cancel each other out
                float sx = ImportUtils.GetAttributeAsFloat(goXml, "scaleX", 1.0f);
                float sy = ImportUtils.GetAttributeAsFloat(goXml, "scaleY", 1.0f);
                child.transform.localScale = new Vector3(sx, sy, 1.0f);

                // Set the rotation
                // Use negative rotation on the z component because of change in coordinate systems between Tiled and Unity
                Vector3 localRotation = new Vector3();
                localRotation.z             = -ImportUtils.GetAttributeAsFloat(goXml, "rotation", 0);
                child.transform.eulerAngles = localRotation;

                // Are there any custom properties? (This comes last - after all transformations have taken place.)
                HandleCustomProperties(child, goXml, customImporters);
            }
        }