/// <summary> /// Generate the selected water tile /// </summary> /// <param name="path"></param> /// <param name="sub_blocks_water"></param> /// <param name="sub_blocks_water_to_import"></param> /// <param name="mini_tile_w"></param> /// <param name="mini_tile_h"></param> /// <param name="wBlock"></param> /// <param name="hBlock"></param> /// <param name="generate_sprite_sheet_image"></param> public virtual void Generate_Water_Tiles(string path, List <Texture2D> sub_blocks_water, List <bool> sub_blocks_water_to_import, int mini_tile_w, int mini_tile_h, int wBlock, int hBlock, bool generate_sprite_sheet_image) { //create the final directory for the auto tile if (!Directory.Exists(Tiles_Utility.Auto_Tile_Folder_Path)) { Directory.CreateDirectory(Tiles_Utility.Auto_Tile_Folder_Path); } //create the final directory for the generated Images if (!Directory.Exists(Tiles_Utility.final_image_folder_path)) { Directory.CreateDirectory(Tiles_Utility.final_image_folder_path); } //create the folder for that specific file image string fileName = Path.GetFileNameWithoutExtension(path); string loaded_file_image_path = string.Format(@"{0}/_{1}", Tiles_Utility.final_image_folder_path, fileName); //ex rtp_import\Outside_A2\single_block_folder\final_tile\Image if (!Directory.Exists(loaded_file_image_path)) { Directory.CreateDirectory(loaded_file_image_path); } List <string> images_path = new List <string>();//list of the folder of the imported tiles Dictionary <byte, int> rule_tiles = new Dictionary <byte, int>(); //foreach sub pieces in the image. If it's an animated auto tile 3 consecutive sub blocks are 3 frame of the animation for (int sub_block_count = 0; sub_block_count < sub_blocks_water_to_import.Count; sub_block_count++) { //If the current sub is not selected to process than skip it if (!sub_blocks_water_to_import[sub_block_count]) { continue; } for (int i = sub_block_count * 3; i < sub_block_count * 3 + 3; i++) { int tiles_counter = 0; //set zero to che final tile counter Texture2D sub_piece = sub_blocks_water[i]; //temp array to store the sub mini tiles Texture2D[] bottom_left_mini_tiles, bottom_right_mini_tiles, top_left_mini_tiles, top_right_mini_tiles; //generate the mini tiles to the following computation Tiles_A1_Utility.Generate_Mini_Tile_A1Water(sub_piece, mini_tile_w, mini_tile_h, out bottom_left_mini_tiles, out bottom_right_mini_tiles, out top_left_mini_tiles, out top_right_mini_tiles); if (generate_sprite_sheet_image) { Texture2D sprite_tiles = new Texture2D(wBlock * 8, hBlock * 6); string sprite_sheet_path = string.Format(@"{0}/_Water_{1}_{2}.png", loaded_file_image_path, Path.GetFileNameWithoutExtension(path), i); //generate and iterate the final tile for the subs pieces foreach (KeyValuePair <byte, Texture2D> kvp in Tiles_A1_Utility.Generate_Final_Tiles_A1_Water(mini_tile_w, mini_tile_h, bottom_left_mini_tiles, bottom_right_mini_tiles, top_left_mini_tiles, top_right_mini_tiles, rule_tiles)) { int xx = tiles_counter % 8 * wBlock; int yy = tiles_counter / 8 * hBlock; sprite_tiles.SetPixels(xx, sprite_tiles.height - yy - hBlock, wBlock, hBlock, kvp.Value.GetPixels()); tiles_counter++; } images_path.Add(sprite_sheet_path); File.WriteAllBytes(sprite_sheet_path, sprite_tiles.EncodeToPNG()); AssetDatabase.Refresh(); TextureImporter importer = AssetImporter.GetAtPath(sprite_sheet_path) as TextureImporter; if (importer != null) { importer.textureType = TextureImporterType.Sprite; importer.spriteImportMode = SpriteImportMode.Multiple; importer.filterMode = FilterMode.Point; importer.spritePixelsPerUnit = hBlock; importer.compressionQuality = 0; importer.maxTextureSize = sprite_tiles.width; SpriteMetaData[] tmps = new SpriteMetaData[8 * 6]; string tmpName = Path.GetFileNameWithoutExtension(sprite_sheet_path); for (int j = 0; j < 48; j++) { int xx = j % 8 * wBlock; int yy = (j / 8 + 1) * hBlock; SpriteMetaData smd = new SpriteMetaData(); smd = new SpriteMetaData(); smd.alignment = 0; smd.border = new Vector4(0, 0, 0, 0); smd.name = string.Format("{0}_{1:00}", tmpName, j); smd.pivot = new Vector2(.5f, .5f); smd.rect = new Rect(xx, sprite_tiles.height - yy, wBlock, hBlock); tmps[j] = smd; } importer.spritesheet = tmps; importer.SaveAndReimport(); } } else { //create the directory for the final images string tile_folder_path = string.Format(@"{0}/_Water_{1}_{2}", loaded_file_image_path, Path.GetFileNameWithoutExtension(path), i); //add the path of the this that will contains alla the sub block final tiles images_path.Add(tile_folder_path); if (!Directory.Exists(tile_folder_path)) { Directory.CreateDirectory(tile_folder_path); } //generate and iterate the final tile for the subs pieces foreach (KeyValuePair <byte, Texture2D> kvp in Tiles_A1_Utility.Generate_Final_Tiles_A1_Water(mini_tile_w, mini_tile_h, bottom_left_mini_tiles, bottom_right_mini_tiles, top_left_mini_tiles, top_right_mini_tiles, rule_tiles)) { //save each final tile to its own image var tile_bytes = kvp.Value.EncodeToPNG(); string tile_file_path = string.Format(@"{0}/_Water_{1}_{2}_{3:000}.png", tile_folder_path, Path.GetFileNameWithoutExtension(path), sub_block_count, tiles_counter); File.WriteAllBytes(tile_file_path, tile_bytes); tiles_counter++; } } } } AssetDatabase.Refresh(); //refresh asset database //generate the fixed Auto tiles for (int i = 0; i < images_path.Count; i += 3) { if (generate_sprite_sheet_image) { Tiles_A1_Utility.Generate_A1_Water_Tile_SS(path, images_path[i], images_path[i + 1], images_path[i + 2], rule_tiles, wBlock); } else { Tiles_A1_Utility.Generate_A1_Water_Tile(path, images_path[i], images_path[i + 1], images_path[i + 2], rule_tiles, wBlock); } } }
/// <summary> /// Generate all the final tiles combination for the A1 Water tile, the A3 terrai and A4 top-celing tile, /// and set up other collection to generate rule tiles etc /// </summary> /// <param name="bottom_left_mini_tiles"></param> /// <param name="bottom_right_mini_tiles"></param> /// <param name="top_left_mini_tiles"></param> /// <param name="top_right_mini_tiles"></param> /// <param name="rule_tiles"></param> /// <returns></returns> public static Dictionary <byte, Texture2D> Generate_Final_Tiles_A2_Terrain(int mini_tile_w, int mini_tile_h, Texture2D[] bottom_left_mini_tiles, Texture2D[] bottom_right_mini_tiles, Texture2D[] top_left_mini_tiles, Texture2D[] top_right_mini_tiles, Dictionary <byte, int> rule_tiles) { return(Tiles_A1_Utility.Generate_Final_Tiles_A1_Water(mini_tile_w, mini_tile_h, bottom_left_mini_tiles, bottom_right_mini_tiles, top_left_mini_tiles, top_right_mini_tiles, rule_tiles)); }