예제 #1
0
    /// <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);
            }
        }
    }
예제 #2
0
 /// <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));
 }