예제 #1
0
        private void DrawTileToLayers()
        {
            bool fx  = false;
            bool fy  = false;
            int  rot = 0;

            for (int i = 0; i < this.pyxelTilemap.layers.Length; i++)
            {
                STETilemap map = pyxelEdit.transform.Find(this.pyxelTilemap.layers[i].name).GetComponent <STETilemap>();

                for (int t = 0; t < this.pyxelTilemap.layers[i].tiles.Length; t++)
                {
                    int tileID = this.pyxelTilemap.layers[i].tiles[t].tile;

                    rot = this.pyxelTilemap.layers[i].tiles[t].rot;
                    fx  = this.pyxelTilemap.layers[i].tiles[t].flipX;
                    fy  = (rot == 2) ? true : false;
                    if (rot == 2)
                    {
                        fx = !fx;
                    }

                    int x = this.pyxelTilemap.layers[i].tiles[t].x;
                    int y = (this.pyxelTilemap.tileshigh - this.pyxelTilemap.layers[i].tiles[t].y) - 1;

                    if (tileID < 0)
                    {
                        map.Erase(x, y);
                    }
                    else
                    {
                        TileData tileData = new TileData();
                        tileData.brushId = 0;
                        tileData.tileId  = this.pyxelTilemap.layers[i].tiles[t].tile;

                        tileData.flipHorizontal = fx;
                        tileData.flipVertical   = fy;

                        map.SetTileData(x, y, tileData.BuildData());
                    }
                }

                map.UpdateMesh();
            }
        }
예제 #2
0
    protected override void ProceedUse(List <Vector2> pTiles)
    {
        NeedBase energyNeed = PlayerNeedManager.Instance.GetNeed("Energy");

        energyNeed.Change(-CurrentTool.EnergyCost * (ToolCursorManager.Instance.CursorIndex + 1));

        List <Vector2> tiles = pTiles;

        foreach (Vector2 tile in tiles)
        {
            if (CheckTileValidity(tile))
            {
                STETilemap affectedLayer = GetTileAffectedLayer(tile);

                uint     rawData  = affectedLayer.GetTileData(tile);
                TileData tileData = new TileData(rawData);
                foreach (AffectedTerrain terrain in AffectedTerrains)
                {
                    if (affectedLayer.name == terrain.LayerName)
                    {
                        tileData.brushId = terrain.BrushId;
                    }
                }
                if (affectedLayer.name == "Dirt")
                {
                    FarmPlot plot = GetPlot(tile);
                    if (plot != null)
                    {
                        Destroy(plot.gameObject);
                    }
                }

                affectedLayer.SetTileData(tile, tileData.BuildData());
                affectedLayer.UpdateMeshImmediate();

                FindObjectOfType <PlayerInventory>().RemoveFromStack(Toolbar.Instance.SelectedSlot.ReferencedItemStack, 1);
                if (Toolbar.Instance.SelectedSlot.ReferencedItemStack == null)
                {
                    return;
                }
            }
        }
    }
예제 #3
0
 void SetTileData(Vector2 pTileWorldPos, TileData pTileData)
 {
     OccupiedLayer.SetTileData(pTileWorldPos, pTileData.BuildData());
     OccupiedLayer.UpdateMeshImmediate();
 }