예제 #1
0
        /// <summary>
        /// Copy a subtileset source textures in the atlas
        /// </summary>
        /// <param name="autoTileset"></param>
        /// <param name="tilesetConf"></param>
        public static void CopySubTilesetInAtlas( AutoTileset autoTileset, SubTilesetConf tilesetConf )
        {
            //+++ old values for 32x32 tiles, now depend on tile size
            int _768 = 24 * autoTileset.TileWidth;
            int _640 = 20 * autoTileset.TileWidth;
            int _512 = 16 * autoTileset.TileWidth;
            int _480 = 15 * autoTileset.TileWidth;
            int _384 = 12 * autoTileset.TileWidth;
            int _256 = 8 * autoTileset.TileWidth;
            //---

            for (int i = 0; i < tilesetConf.SourceTexture.Length; ++i )
            {
                ImportTexture(tilesetConf.SourceTexture[i]);
            }

            if (tilesetConf.HasAutotiles)
            {
                int xf = (int)tilesetConf.AtlasRec.x;
                int yf = (int)tilesetConf.AtlasRec.y;
                _CopyTilesetInAtlas(autoTileset.AtlasTexture, tilesetConf.SourceTexture[0], xf, yf, _512, _384); // animated
                _CopyTilesetInAtlas(autoTileset.AtlasTexture, tilesetConf.SourceTexture[1], xf, yf+_384, _512, _384); // ground
                _CopyTilesetInAtlas(autoTileset.AtlasTexture, tilesetConf.SourceTexture[2], xf, yf + _768, _512, _256); // building
                _CopyTilesetInAtlas(autoTileset.AtlasTexture, tilesetConf.SourceTexture[3], xf+_512, yf, _512, _480); // wall
                _CopyTilesetInAtlas(autoTileset.AtlasTexture, tilesetConf.SourceTexture[4], xf+_512, yf + _512, _256, _512); // normal

                _CopyBuildingThumbnails(autoTileset, tilesetConf.SourceTexture[2], xf + _768, yf + _512);
                _CopyWallThumbnails(autoTileset, tilesetConf.SourceTexture[3], xf+_768, yf+_640);
            }
            else
            {
                _CopyTilesetInAtlas(autoTileset.AtlasTexture, tilesetConf.SourceTexture[0], tilesetConf.AtlasRec); // object
            }
        }
예제 #2
0
 public static void ShowDialog(AutoTileset _autoTileset, eEditMode mode = eEditMode.TilesetAtlas)
 {
     AutoTilesetEditorWindow window = (AutoTilesetEditorWindow)EditorWindow.GetWindow (typeof (AutoTilesetEditorWindow));
     window.m_editMode = mode;
     window.m_autoTileset = _autoTileset;
     window.wantsMouseMove = true;
 }
예제 #3
0
        private static void _CopyWallThumbnails(AutoTileset autoTileset, Texture2D tilesetTex, int dstX, int dstY)
        {
            if (tilesetTex != null)
            {
                Rect srcRect = new Rect(0, 3 * autoTileset.TileHeight, autoTileset.TilePartWidth, autoTileset.TilePartWidth);
                Rect dstRect = new Rect(0, 0, autoTileset.TileWidth, autoTileset.TileHeight);
                for (dstRect.y = dstY, srcRect.y = 0; dstRect.y < (dstY + 3 * autoTileset.TileHeight); dstRect.y += autoTileset.TileHeight, srcRect.y += 5 * autoTileset.TileHeight)
                {
                    for (dstRect.x = dstX, srcRect.x = 0; dstRect.x < dstX + autoTileset.AutoTilesPerRow * autoTileset.TileWidth; dstRect.x += autoTileset.TileWidth, srcRect.x += 2 * autoTileset.TileWidth)
                    {
                        Color[] thumbnailPartColors;
                        thumbnailPartColors = tilesetTex.GetPixels(Mathf.RoundToInt(srcRect.x), Mathf.RoundToInt(srcRect.y), Mathf.RoundToInt(srcRect.width), Mathf.RoundToInt(srcRect.height));
                        autoTileset.AtlasTexture.SetPixels(Mathf.RoundToInt(dstRect.x), Mathf.RoundToInt(dstRect.y), Mathf.RoundToInt(srcRect.width), Mathf.RoundToInt(srcRect.height), thumbnailPartColors);

                        thumbnailPartColors = tilesetTex.GetPixels(Mathf.RoundToInt(srcRect.x) + 3 * autoTileset.TilePartWidth, Mathf.RoundToInt(srcRect.y), Mathf.RoundToInt(srcRect.width), Mathf.RoundToInt(srcRect.height));
                        autoTileset.AtlasTexture.SetPixels(Mathf.RoundToInt(dstRect.x) + autoTileset.TilePartWidth, Mathf.RoundToInt(dstRect.y), Mathf.RoundToInt(srcRect.width), Mathf.RoundToInt(srcRect.height), thumbnailPartColors);

                        thumbnailPartColors = tilesetTex.GetPixels(Mathf.RoundToInt(srcRect.x), Mathf.RoundToInt(srcRect.y) + 3 * autoTileset.TilePartHeight, Mathf.RoundToInt(srcRect.width), Mathf.RoundToInt(srcRect.height));
                        autoTileset.AtlasTexture.SetPixels(Mathf.RoundToInt(dstRect.x), Mathf.RoundToInt(dstRect.y) + autoTileset.TilePartHeight, Mathf.RoundToInt(srcRect.width), Mathf.RoundToInt(srcRect.height), thumbnailPartColors);

                        thumbnailPartColors = tilesetTex.GetPixels(Mathf.RoundToInt(srcRect.x) + 3 * autoTileset.TilePartWidth, Mathf.RoundToInt(srcRect.y) + 3 * autoTileset.TilePartHeight, Mathf.RoundToInt(srcRect.width), Mathf.RoundToInt(srcRect.height));
                        autoTileset.AtlasTexture.SetPixels(Mathf.RoundToInt(dstRect.x) + autoTileset.TilePartWidth, Mathf.RoundToInt(dstRect.y) + autoTileset.TilePartHeight, Mathf.RoundToInt(srcRect.width), Mathf.RoundToInt(srcRect.height), thumbnailPartColors);
                    }
                }
            }
        }
예제 #4
0
        /// <summary>
        /// Generate a tileset texture for a given tilesetConf
        /// </summary>
        /// <param name="autoTileset"></param>
        /// <param name="tilesetConf"></param>
        /// <returns></returns>
        public static Texture2D GenerateTilesetTexture(AutoTileset autoTileset, SubTilesetConf tilesetConf)
        {
            //+++ old values for 32x32 tiles, now depend on tile size
            int _1024 = 32 * autoTileset.TileWidth;
            int _256  = 8 * autoTileset.TileWidth;
            //---
            List <Rect> sprList = new List <Rect>();

            FillWithTilesetThumbnailSprites(sprList, autoTileset, tilesetConf);
            Texture2D tilesetTexture = new Texture2D(_256, _1024, TextureFormat.ARGB32, false);

            tilesetTexture.filterMode = FilterMode.Point;

            int  sprIdx  = 0;
            Rect dstRect = new Rect(0, tilesetTexture.height - autoTileset.TileHeight, autoTileset.TileWidth, autoTileset.TileHeight);

            for (; dstRect.y >= 0; dstRect.y -= autoTileset.TileHeight)
            {
                for (dstRect.x = 0; dstRect.x < tilesetTexture.width && sprIdx < sprList.Count; dstRect.x += autoTileset.TileWidth, ++sprIdx)
                {
                    Rect    srcRect        = sprList[sprIdx];
                    Color[] autotileColors = autoTileset.AtlasTexture.GetPixels(Mathf.RoundToInt(srcRect.x), Mathf.RoundToInt(srcRect.y), autoTileset.TileWidth, autoTileset.TileHeight);
                    tilesetTexture.SetPixels(Mathf.RoundToInt(dstRect.x), Mathf.RoundToInt(dstRect.y), autoTileset.TileWidth, autoTileset.TileHeight, autotileColors);
                }
            }
            tilesetTexture.Apply();

            return(tilesetTexture);
        }
예제 #5
0
        /// <summary>
        /// Copy a subtileset source textures in the atlas
        /// </summary>
        /// <param name="autoTileset"></param>
        /// <param name="tilesetConf"></param>
        public static void CopySubTilesetInAtlas(AutoTileset autoTileset, SubTilesetConf tilesetConf)
        {
            //+++ old values for 32x32 tiles, now depend on tile size
            int _768 = 24 * autoTileset.TileWidth;
            int _640 = 20 * autoTileset.TileWidth;
            int _512 = 16 * autoTileset.TileWidth;
            int _480 = 15 * autoTileset.TileWidth;
            int _384 = 12 * autoTileset.TileWidth;
            int _256 = 8 * autoTileset.TileWidth;

            //---

            for (int i = 0; i < tilesetConf.SourceTexture.Length; ++i)
            {
                ImportTexture(tilesetConf.SourceTexture[i]);
            }

            if (tilesetConf.HasAutotiles)
            {
                int xf = (int)tilesetConf.AtlasRec.x;
                int yf = (int)tilesetConf.AtlasRec.y;
                _CopyTilesetInAtlas(autoTileset.AtlasTexture, tilesetConf.SourceTexture[0], xf, yf, _512, _384);               // animated
                _CopyTilesetInAtlas(autoTileset.AtlasTexture, tilesetConf.SourceTexture[1], xf, yf + _384, _512, _384);        // ground
                _CopyTilesetInAtlas(autoTileset.AtlasTexture, tilesetConf.SourceTexture[2], xf, yf + _768, _512, _256);        // building
                _CopyTilesetInAtlas(autoTileset.AtlasTexture, tilesetConf.SourceTexture[3], xf + _512, yf, _512, _480);        // wall
                _CopyTilesetInAtlas(autoTileset.AtlasTexture, tilesetConf.SourceTexture[4], xf + _512, yf + _512, _256, _512); // normal

                _CopyBuildingThumbnails(autoTileset, tilesetConf.SourceTexture[2], xf + _768, yf + _512);
                _CopyWallThumbnails(autoTileset, tilesetConf.SourceTexture[3], xf + _768, yf + _640);
            }
            else
            {
                _CopyTilesetInAtlas(autoTileset.AtlasTexture, tilesetConf.SourceTexture[0], tilesetConf.AtlasRec); // object
            }
        }
        /// <summary>
        /// Generate a tileset texture for a given tilesetConf
        /// </summary>
        /// <param name="autoTileset"></param>
        /// <param name="tilesetConf"></param>
        /// <returns></returns>
		public static Texture2D GenerateTilesetTexture( AutoTileset autoTileset, SubTilesetConf tilesetConf )
		{
            //+++ old values for 32x32 tiles, now depend on tile size
            int _1024 = 32 * autoTileset.TileWidth;
            int _256 = 8 * autoTileset.TileWidth;
            //---
			List<Rect> sprList = new List<Rect>();
            FillWithTilesetThumbnailSprites(sprList, autoTileset, tilesetConf);
			Texture2D tilesetTexture = new Texture2D( _256, _1024 );

			int sprIdx = 0;
            Rect dstRect = new Rect(0, tilesetTexture.height - autoTileset.TileHeight, autoTileset.TileWidth, autoTileset.TileHeight);
            for (; dstRect.y >= 0; dstRect.y -= autoTileset.TileHeight)
			{
                for (dstRect.x = 0; dstRect.x < tilesetTexture.width && sprIdx < sprList.Count; dstRect.x += autoTileset.TileWidth, ++sprIdx)
				{
					Rect srcRect = sprList[sprIdx];
                    Color[] autotileColors = autoTileset.AtlasTexture.GetPixels(Mathf.RoundToInt(srcRect.x), Mathf.RoundToInt(srcRect.y), autoTileset.TileWidth, autoTileset.TileHeight);
                    tilesetTexture.SetPixels(Mathf.RoundToInt(dstRect.x), Mathf.RoundToInt(dstRect.y), autoTileset.TileWidth, autoTileset.TileHeight, autotileColors);
				}
			}
			tilesetTexture.Apply();

			return tilesetTexture;
		}
예제 #7
0
        /// <summary>
        /// Creates an sprite with the tile preview
        /// </summary>
        /// <param name="tileId"></param>
        /// <returns></returns>
        public static Sprite CreateTileSprite(int tileId)
        {
            AutoTileset tileset    = AutoTileMap.Instance.Tileset;
            Sprite      tileSprite = Sprite.Create(tileset.AtlasTexture, tileset.ThumbnailRects[tileId], new Vector2(.5f, .5f));

            return(tileSprite);
        }
예제 #8
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        public static void ShowDialog(AutoTileset _autoTileset, eEditMode mode = eEditMode.TilesetAtlas)
        {
            AutoTilesetEditorWindow window = (AutoTilesetEditorWindow)EditorWindow.GetWindow(typeof(AutoTilesetEditorWindow));

            window.m_editMode     = mode;
            window.m_autoTileset  = _autoTileset;
            window.wantsMouseMove = true;
        }
예제 #9
0
        /// <summary>
        /// Generate a tileset atlas
        /// </summary>
        /// <param name="autoTileset"></param>
        /// <param name="hSlots"></param>
        /// <param name="vSlots"></param>
        /// <returns></returns>
        public static Texture2D GenerateAtlas(AutoTileset autoTileset, int hSlots, int vSlots)
        {
            int       w            = hSlots * autoTileset.TilesetSlotSize;
            int       h            = vSlots * autoTileset.TilesetSlotSize;
            Texture2D atlasTexture = new Texture2D(w, h);

            Color32[] atlasColors = Enumerable.Repeat <Color32>(new Color32(0, 0, 0, 0), w * h).ToArray();
            atlasTexture.SetPixels32(atlasColors);
            atlasTexture.Apply();

            return(atlasTexture);
        }
예제 #10
0
        private static void _FillSpritesFromRect(List <Rect> _outList, AutoTileset autoTileset, int x, int y, int width, int height)
        {
            Rect srcRect = new Rect(0, 0, autoTileset.TileWidth, autoTileset.TileHeight);

            for (srcRect.y = height - autoTileset.TileHeight; srcRect.y >= 0; srcRect.y -= autoTileset.TileHeight)
            {
                for (srcRect.x = 0; srcRect.x < width; srcRect.x += autoTileset.TileWidth)
                {
                    Rect sprRect = srcRect;
                    sprRect.x += x;
                    sprRect.y += y;
                    _outList.Add(sprRect);
                }
            }
        }
예제 #11
0
        /// <summary>
        /// Fill a list of rects with all rect sources for the thumbnails of the tiles. For normal tiles is the same tile, but autotiles are special.
        /// </summary>
        /// <param name="_outList"></param>
        /// <param name="autoTileset"></param>
        /// <param name="tilesetConf"></param>
        public static void FillWithTilesetThumbnailSprites( List<Rect> _outList, AutoTileset autoTileset, SubTilesetConf tilesetConf)
        {
            //+++ old values for 32x32 tiles, now depend on tile size
            int _1024 = 32 * autoTileset.TileWidth;
            int _768 = 24 * autoTileset.TileWidth;
            int _640 = 20 * autoTileset.TileWidth;
            int _512 = 16 * autoTileset.TileWidth;
            int _384 = 12 * autoTileset.TileWidth;
            int _256 = 8 * autoTileset.TileWidth;
            //---

            Rect sprRect = new Rect(0, 0, autoTileset.TileWidth, autoTileset.TileHeight);
            int AtlasPosX = (int)tilesetConf.AtlasRec.x;
            int AtlasPosY = (int)tilesetConf.AtlasRec.y;
            if (tilesetConf.HasAutotiles)
            {
                // animated
                for (sprRect.y = _384 - autoTileset.TileHeight; sprRect.y >= 0; sprRect.y -= 3 * autoTileset.TileHeight)
                {
                    int tx;
                    for (tx = 0, sprRect.x = 0; sprRect.x < _512; sprRect.x += 2 * autoTileset.TileWidth, ++tx)
                    {
                        if( tx % 4 == 0 || tx % 4 == 3 )
                        {
                            Rect r = sprRect; r.position += tilesetConf.AtlasRec.position;
                            _outList.Add(r);
                        }
                    }
                }

                // ground
                for (sprRect.y = _768 - autoTileset.TileHeight; sprRect.y >= _384; sprRect.y -= 3 * autoTileset.TileHeight)
                {
                    for (sprRect.x = 0; sprRect.x < _512; sprRect.x += 2 * autoTileset.TileWidth)
                    {
                        Rect r = sprRect; r.position += tilesetConf.AtlasRec.position;
                        _outList.Add(r);
                    }
                }

                // building
                for (sprRect.y = _512 + 3 * autoTileset.TileHeight; sprRect.y >= _512; sprRect.y -= autoTileset.TileHeight)
                {
                    for (sprRect.x = _768; sprRect.x < _768 + 8 * autoTileset.TileWidth; sprRect.x += autoTileset.TileWidth)
                    {
                        Rect r = sprRect; r.position += tilesetConf.AtlasRec.position;
                        _outList.Add(r);
                    }
                }

                // walls
                sprRect.y = (15 - 1) * autoTileset.TileHeight;
                for (sprRect.x = _512; sprRect.x < _1024; sprRect.x += 2 * autoTileset.TileWidth)
                {
                    Rect r = sprRect; r.position += tilesetConf.AtlasRec.position;
                    _outList.Add(r);
                }
                sprRect.y = _640 + 2 * autoTileset.TileHeight;
                for (sprRect.x = _768; sprRect.x < _768 + 8 * autoTileset.TileWidth; sprRect.x += autoTileset.TileWidth)
                {
                    Rect r = sprRect; r.position += tilesetConf.AtlasRec.position;
                    _outList.Add(r);
                }
                sprRect.y = (10 - 1) * autoTileset.TileHeight;
                for (sprRect.x = _512; sprRect.x < _1024; sprRect.x += 2 * autoTileset.TileWidth)
                {
                    Rect r = sprRect; r.position += tilesetConf.AtlasRec.position;
                    _outList.Add(r);
                }
                sprRect.y = _640 + autoTileset.TileHeight;
                for (sprRect.x = _768; sprRect.x < _768 + 8 * autoTileset.TileWidth; sprRect.x += autoTileset.TileWidth)
                {
                    Rect r = sprRect; r.position += tilesetConf.AtlasRec.position;
                    _outList.Add(r);
                }
                sprRect.y = (5 - 1) * autoTileset.TileHeight;
                for (sprRect.x = _512; sprRect.x < _1024; sprRect.x += 2 * autoTileset.TileWidth)
                {
                    Rect r = sprRect; r.position += tilesetConf.AtlasRec.position;
                    _outList.Add(r);
                }
                sprRect.y = _640;
                for (sprRect.x = _768; sprRect.x < _768 + 8 * autoTileset.TileWidth; sprRect.x += autoTileset.TileWidth)
                {
                    Rect r = sprRect; r.position += tilesetConf.AtlasRec.position;
                    _outList.Add(r);
                }
                //--- walls

                //Normal
                _FillSpritesFromRect(_outList, autoTileset, _512 + AtlasPosX, _512 + AtlasPosY, _256, _512);
            }
            else
            { // split the tileset to create a column of 8 tiles per row
                _FillSpritesFromRect(_outList, autoTileset, AtlasPosX, AtlasPosY, _256, _512);
                _FillSpritesFromRect(_outList, autoTileset, AtlasPosX+_256, AtlasPosY, _256, _512);
            }
        }
예제 #12
0
 private static void _FillSpritesFromRect( List<Rect> _outList, AutoTileset autoTileset, int x, int y, int width, int height )
 {
     Rect srcRect = new Rect(0, 0, autoTileset.TileWidth, autoTileset.TileHeight);
     for (srcRect.y = height - autoTileset.TileHeight; srcRect.y >= 0; srcRect.y -= autoTileset.TileHeight)
     {
         for (srcRect.x = 0; srcRect.x < width; srcRect.x += autoTileset.TileWidth)
         {
             Rect sprRect = srcRect;
             sprRect.x += x;
             sprRect.y += y;
             _outList.Add(sprRect);
         }
     }
 }
예제 #13
0
        private static void _CopyWallThumbnails(AutoTileset autoTileset, Texture2D tilesetTex, int dstX, int dstY)
        {
            if( tilesetTex != null )
            {
                Rect srcRect = new Rect(0, 3 * autoTileset.TileHeight, autoTileset.TilePartWidth, autoTileset.TilePartWidth);
                Rect dstRect = new Rect(0, 0, autoTileset.TileWidth, autoTileset.TileHeight);
                for (dstRect.y = dstY, srcRect.y = 0; dstRect.y < (dstY + 3 * autoTileset.TileHeight); dstRect.y += autoTileset.TileHeight, srcRect.y += 5 * autoTileset.TileHeight)
                {
                    for (dstRect.x = dstX, srcRect.x = 0; dstRect.x < dstX + autoTileset.AutoTilesPerRow * autoTileset.TileWidth; dstRect.x += autoTileset.TileWidth, srcRect.x += 2 * autoTileset.TileWidth)
                    {
                        Color[] thumbnailPartColors;
                        thumbnailPartColors = tilesetTex.GetPixels( Mathf.RoundToInt(srcRect.x), Mathf.RoundToInt(srcRect.y), Mathf.RoundToInt(srcRect.width), Mathf.RoundToInt(srcRect.height));
                        autoTileset.AtlasTexture.SetPixels(Mathf.RoundToInt(dstRect.x), Mathf.RoundToInt(dstRect.y), Mathf.RoundToInt(srcRect.width), Mathf.RoundToInt(srcRect.height), thumbnailPartColors);

                        thumbnailPartColors = tilesetTex.GetPixels(Mathf.RoundToInt(srcRect.x) + 3 * autoTileset.TilePartWidth, Mathf.RoundToInt(srcRect.y), Mathf.RoundToInt(srcRect.width), Mathf.RoundToInt(srcRect.height));
                        autoTileset.AtlasTexture.SetPixels(Mathf.RoundToInt(dstRect.x) + autoTileset.TilePartWidth, Mathf.RoundToInt(dstRect.y), Mathf.RoundToInt(srcRect.width), Mathf.RoundToInt(srcRect.height), thumbnailPartColors);

                        thumbnailPartColors = tilesetTex.GetPixels(Mathf.RoundToInt(srcRect.x), Mathf.RoundToInt(srcRect.y) + 3 * autoTileset.TilePartHeight, Mathf.RoundToInt(srcRect.width), Mathf.RoundToInt(srcRect.height));
                        autoTileset.AtlasTexture.SetPixels(Mathf.RoundToInt(dstRect.x), Mathf.RoundToInt(dstRect.y) + autoTileset.TilePartHeight, Mathf.RoundToInt(srcRect.width), Mathf.RoundToInt(srcRect.height), thumbnailPartColors);

                        thumbnailPartColors = tilesetTex.GetPixels(Mathf.RoundToInt(srcRect.x) + 3 * autoTileset.TilePartWidth, Mathf.RoundToInt(srcRect.y) + 3 * autoTileset.TilePartHeight, Mathf.RoundToInt(srcRect.width), Mathf.RoundToInt(srcRect.height));
                        autoTileset.AtlasTexture.SetPixels(Mathf.RoundToInt(dstRect.x) + autoTileset.TilePartWidth, Mathf.RoundToInt(dstRect.y) + autoTileset.TilePartHeight, Mathf.RoundToInt(srcRect.width), Mathf.RoundToInt(srcRect.height), thumbnailPartColors);

                    }
                }
            }
        }
예제 #14
0
        /// <summary>
        /// Generate a tileset atlas
        /// </summary>
        /// <param name="autoTileset"></param>
        /// <param name="hSlots"></param>
        /// <param name="vSlots"></param>
        /// <returns></returns>
        public static Texture2D GenerateAtlas( AutoTileset autoTileset, int hSlots, int vSlots )
        {
            int w = hSlots * autoTileset.TilesetSlotSize;
            int h = vSlots * autoTileset.TilesetSlotSize;
            Texture2D atlasTexture = new Texture2D(w, h);
            Color32[] atlasColors = Enumerable.Repeat<Color32>( new Color32(0, 0, 0, 0) , w*h).ToArray();
            atlasTexture.SetPixels32(atlasColors);
            atlasTexture.Apply();

            return atlasTexture;
        }
예제 #15
0
        /// <summary>
        /// Fill a list of rects with all rect sources for the thumbnails of the tiles. For normal tiles is the same tile, but autotiles are special.
        /// </summary>
        /// <param name="_outList"></param>
        /// <param name="autoTileset"></param>
        /// <param name="tilesetConf"></param>
        public static void FillWithTilesetThumbnailSprites(List <Rect> _outList, AutoTileset autoTileset, SubTilesetConf tilesetConf)
        {
            //+++ old values for 32x32 tiles, now depend on tile size
            int _1024 = 32 * autoTileset.TileWidth;
            int _768  = 24 * autoTileset.TileWidth;
            int _640  = 20 * autoTileset.TileWidth;
            int _512  = 16 * autoTileset.TileWidth;
            int _384  = 12 * autoTileset.TileWidth;
            int _256  = 8 * autoTileset.TileWidth;
            //---

            Rect sprRect   = new Rect(0, 0, autoTileset.TileWidth, autoTileset.TileHeight);
            int  AtlasPosX = (int)tilesetConf.AtlasRec.x;
            int  AtlasPosY = (int)tilesetConf.AtlasRec.y;

            if (tilesetConf.HasAutotiles)
            {
                // animated
                for (sprRect.y = _384 - autoTileset.TileHeight; sprRect.y >= 0; sprRect.y -= 3 * autoTileset.TileHeight)
                {
                    int tx;
                    for (tx = 0, sprRect.x = 0; sprRect.x < _512; sprRect.x += 2 * autoTileset.TileWidth, ++tx)
                    {
                        if (tx % 4 == 0 || tx % 4 == 3)
                        {
                            Rect r = sprRect; r.position += tilesetConf.AtlasRec.position;
                            _outList.Add(r);
                        }
                    }
                }

                // ground
                for (sprRect.y = _768 - autoTileset.TileHeight; sprRect.y >= _384; sprRect.y -= 3 * autoTileset.TileHeight)
                {
                    for (sprRect.x = 0; sprRect.x < _512; sprRect.x += 2 * autoTileset.TileWidth)
                    {
                        Rect r = sprRect; r.position += tilesetConf.AtlasRec.position;
                        _outList.Add(r);
                    }
                }

                // building
                for (sprRect.y = _512 + 3 * autoTileset.TileHeight; sprRect.y >= _512; sprRect.y -= autoTileset.TileHeight)
                {
                    for (sprRect.x = _768; sprRect.x < _768 + 8 * autoTileset.TileWidth; sprRect.x += autoTileset.TileWidth)
                    {
                        Rect r = sprRect; r.position += tilesetConf.AtlasRec.position;
                        _outList.Add(r);
                    }
                }

                // walls
                sprRect.y = (15 - 1) * autoTileset.TileHeight;
                for (sprRect.x = _512; sprRect.x < _1024; sprRect.x += 2 * autoTileset.TileWidth)
                {
                    Rect r = sprRect; r.position += tilesetConf.AtlasRec.position;
                    _outList.Add(r);
                }
                sprRect.y = _640 + 2 * autoTileset.TileHeight;
                for (sprRect.x = _768; sprRect.x < _768 + 8 * autoTileset.TileWidth; sprRect.x += autoTileset.TileWidth)
                {
                    Rect r = sprRect; r.position += tilesetConf.AtlasRec.position;
                    _outList.Add(r);
                }
                sprRect.y = (10 - 1) * autoTileset.TileHeight;
                for (sprRect.x = _512; sprRect.x < _1024; sprRect.x += 2 * autoTileset.TileWidth)
                {
                    Rect r = sprRect; r.position += tilesetConf.AtlasRec.position;
                    _outList.Add(r);
                }
                sprRect.y = _640 + autoTileset.TileHeight;
                for (sprRect.x = _768; sprRect.x < _768 + 8 * autoTileset.TileWidth; sprRect.x += autoTileset.TileWidth)
                {
                    Rect r = sprRect; r.position += tilesetConf.AtlasRec.position;
                    _outList.Add(r);
                }
                sprRect.y = (5 - 1) * autoTileset.TileHeight;
                for (sprRect.x = _512; sprRect.x < _1024; sprRect.x += 2 * autoTileset.TileWidth)
                {
                    Rect r = sprRect; r.position += tilesetConf.AtlasRec.position;
                    _outList.Add(r);
                }
                sprRect.y = _640;
                for (sprRect.x = _768; sprRect.x < _768 + 8 * autoTileset.TileWidth; sprRect.x += autoTileset.TileWidth)
                {
                    Rect r = sprRect; r.position += tilesetConf.AtlasRec.position;
                    _outList.Add(r);
                }
                //--- walls

                //Normal
                _FillSpritesFromRect(_outList, autoTileset, _512 + AtlasPosX, _512 + AtlasPosY, _256, _512);
            }
            else
            { // split the tileset to create a column of 8 tiles per row
                _FillSpritesFromRect(_outList, autoTileset, AtlasPosX, AtlasPosY, _256, _512);
                _FillSpritesFromRect(_outList, autoTileset, AtlasPosX + _256, AtlasPosY, _256, _512);
            }
        }
		private static void _FillSpritesFromRect( List<Rect> _outList, AutoTileset autoTileset, int x, int y, int width, int height )
		{

            Rect srcRect = new Rect(0, 0, autoTileset.TileWidth, autoTileset.TileHeight);
            //+++fast fix> due a Unity Pro bug, Sprite.Create is very slow for values equal or above 32
            //TODO: check when this is fixed to remove this code
            //srcRect.width = 31.9f;
            //srcRect.height = 31.9f;
            //---
            for (srcRect.y = height - autoTileset.TileHeight; srcRect.y >= 0; srcRect.y -= autoTileset.TileHeight)
			{
                for (srcRect.x = 0; srcRect.x < width; srcRect.x += autoTileset.TileWidth)
				{
					Rect sprRect = srcRect;
					sprRect.x += x;
					sprRect.y += y;
                    _outList.Add(sprRect);
				}
			}
		}