private LDtkIntGridTile TryGetIntGridTile(string intGridValueKey) { LDtkIntGridTile intGridTile = Importer.GetIntGridValueTile(intGridValueKey); if (intGridTile == null) { intGridTile = LDtkResourcesLoader.LoadDefaultTile(); } return(intGridTile); }
public void BuildIntGridValues() { RoundTilemapPos(); SortingOrder.Next(); GameObject tilemapGameObject = LayerGameObject.CreateChildGameObject(Layer.Type); /*if (Importer.DeparentInRuntime) * { * tilemapGameObject.AddComponent<LDtkDetachChildren>(); * }*/ Tilemap = tilemapGameObject.AddComponent <Tilemap>(); if (Importer.IntGridValueColorsVisible) { TilemapRenderer renderer = tilemapGameObject.AddComponent <TilemapRenderer>(); renderer.sortingOrder = SortingOrder.SortingOrderValue; } TilemapCollider2D collider = tilemapGameObject.AddComponent <TilemapCollider2D>(); int[] intGridValues = Layer.IntGridCsv.Select(p => (int)p).ToArray(); for (int i = 0; i < intGridValues.Length; i++) { int intGridValue = intGridValues[i]; //all empty intgrid values are 0 if (intGridValue == 0) { continue; } LayerDefinition intGridDef = Layer.Definition; IntGridValueDefinition intGridValueDef = intGridDef.IntGridValues[intGridValue - 1]; string intGridValueKey = LDtkKeyFormatUtil.IntGridValueFormat(intGridDef, intGridValueDef); LDtkIntGridTile intGridTile = Importer.GetIntGridValueTile(intGridValueKey); if (intGridTile == null) { intGridTile = LDtkResourcesLoader.LoadDefaultTile(); } BuildIntGridValue(intGridValueDef, i, intGridTile); } Tilemap.SetOpacity(Layer); }
private void MainAssetGeneration() { LDtkIntGridTile oldDefaultTile = LDtkResourcesLoader.LoadDefaultTile(); Tile newDefaultTile = CreateNativeTile(oldDefaultTile); //export default texture Texture2D newDefaultTexture = CloneArtifact(_newTexture, "/Sprites", _oldSprite.name + "Texture"); //export the default sprite Sprite newDefaultSprite = Sprite.Create(newDefaultTexture, _oldSprite.rect, GetNormalizedPivotOfSprite(_oldSprite), _oldSprite.pixelsPerUnit, 1, SpriteMeshType.Tight, _oldSprite.border, true); newDefaultSprite = CloneArtifact(newDefaultSprite, "/Sprites", _oldSprite.name); //clone art tile sprites _artTileSprites = CloneArtifacts(_assets.SpriteArtifacts, "/Sprites"); //clone art tiles _artTiles = CloneArtifacts(_assets.TileArtifacts, "/ArtTiles").Cast <Tile>().ToList(); //clone int grid tiles List <TileBase> oldIntGridArtifacts = _importer.GetIntGridTiles().Where(p => p != null).Append(newDefaultTile).ToList(); _intGridTiles = CloneArtifacts(oldIntGridArtifacts, "/IntGridValues").Cast <Tile>().ToList(); //clone background sprites _backgroundArtifacts = CloneArtifacts(_assets.BackgroundArtifacts, "/Backgrounds"); EditorApplication.delayCall += TryCloneSpriteAtlas; //give each new native art tile a matching cloned sprite to reference foreach (Tile artTile in _artTiles) { string nameMatch = artTile.name; Sprite oldArtTileSprite = _artTileSprites.Find(sprite => sprite.name == nameMatch); artTile.sprite = oldArtTileSprite; } //give the int grid tiles the clone sprite instead if they were using the default tile foreach (Tile intGridTile in _intGridTiles) { if (intGridTile.sprite == _oldSprite) { intGridTile.sprite = newDefaultSprite; } } //we've generated the default sprite which is used by multiple, simply add to the list since it's already created _backgroundArtifacts.Add(newDefaultSprite); }