internal static bool ImportImageLayer(TMX.ImageLayer imageLayer, GameObject parent, int sortingLayer, out GameObject newImageLayer) { newImageLayer = new GameObject(imageLayer.name, typeof(SpriteRenderer)); newImageLayer.transform.SetParent(parent.transform, false); TiledTMXImporter.SetupLayerOffset(newImageLayer, imageLayer.offsetx, imageLayer.offsety); if (imageLayer.image != null) { string relativeSource = imageLayer.image.source; Sprite importedSprite = TiledUtils.ImportPathAsSprite(TiledTMXImporter.s_tmxParentFolder, relativeSource, TiledTMXImporter.s_imageLayerSpriteDir, TiledTMXImporter.s_pixelsPerUnit); SpriteRenderer renderer = newImageLayer.GetComponent <SpriteRenderer>(); renderer.sprite = importedSprite; renderer.sortingOrder = sortingLayer; } return(true); }
void DoImport() { EditorUtility.UnloadUnusedAssetsImmediate(true); // To test string relativeTilesetDir = m_tilesetDir.Substring(Application.dataPath.Length); relativeTilesetDir = "Assets" + Path.DirectorySeparatorChar + relativeTilesetDir.TrimStart('/', '\\'); ImportUtils.s_validationMode = m_validationMode; bool success = TiledTMXImporter.ImportTMXFile(m_sourcePath, relativeTilesetDir, m_targetGrid); if (success) { Debug.Log("Import succeeded!"); RefreshSelectionAndGrid(); } else { Debug.Log("Import failed :("); } EditorUtility.ClearProgressBar(); }
internal static bool ImportObjectGroup(TMX.ObjectGroup objectGroup, ref int layerID, GameObject parent, out GameObject newObjectLayer) { newObjectLayer = null; if (objectGroup != null && objectGroup.objects != null && objectGroup.objects.Length > 0) { newObjectLayer = new GameObject(objectGroup.name); newObjectLayer.transform.SetParent(parent.transform, false); TiledTMXImporter.SetupLayerOffset(newObjectLayer, objectGroup.offsetx, objectGroup.offsety); for (int i = 0; i < objectGroup.objects.Length; i++) { TMX.Object mapObject = objectGroup.objects[i]; bool success = ImportMapObject(mapObject, TiledTMXImporter.s_importedTilesets, newObjectLayer, TiledTMXImporter.s_map.tilewidth, TiledTMXImporter.s_map.tileheight, layerID); if (!success) { return(false); } } Color objectColour = new Color(1.0f, 1.0f, 1.0f, 1.0f); if (objectGroup.color != null) { ColorUtility.TryParseHtmlString(objectGroup.color, out objectColour); } if (objectGroup.opacity != 1.0f) { objectColour.a = objectGroup.opacity; } SpriteRenderer[] renderers = newObjectLayer.GetComponentsInChildren <SpriteRenderer>(); foreach (SpriteRenderer r in renderers) { r.color = objectColour; } } return(true); }
internal static bool ImportTileLayer(TMX.Layer layer, GameObject parent, int layerID, bool infinite, out GameObject newLayer) { newLayer = null; if (infinite != (layer.data.chunks != null)) { Debug.LogError("Our map infinite setting is " + infinite + " but our chunks value is " + layer.data.chunks); return(false); } newLayer = new GameObject(layer.name, typeof(Tilemap), typeof(TilemapRenderer)); newLayer.transform.SetParent(parent.transform, false); TiledTMXImporter.SetupLayerOffset(newLayer, layer.offsetx, layer.offsety); Tilemap layerTilemap = newLayer.GetComponent <Tilemap>(); Grid tileGrid = TiledTMXImporter.s_gridGO.GetComponent <Grid>(); if (tileGrid.cellLayout == GridLayout.CellLayout.Hexagon) { layerTilemap.tileAnchor = new Vector3(0.0f, 0.0f); // Seems to play better with how Unity renders the hex sprites } else if (tileGrid.cellLayout == GridLayout.CellLayout.Isometric || tileGrid.cellLayout == GridLayout.CellLayout.IsometricZAsY) { layerTilemap.tileAnchor = new Vector3(0.0f, -1.0f); // Isometric tile anchors are at the bottom of the tile } else { layerTilemap.tileAnchor = new Vector2(0.5f, 0.5f); } if (layer.opacity < 1.0f) { layerTilemap.color = new Color(1.0f, 1.0f, 1.0f, layer.opacity); } int gridXOffset = 0; int gridYOffset = 0; Vector3 offsetPosition = newLayer.transform.position; if (tileGrid.cellLayout == GridLayout.CellLayout.Hexagon) { HandleHexagonOffsetting(tileGrid.cellSize, out gridXOffset, out gridYOffset, out offsetPosition); } newLayer.transform.position = offsetPosition; if (layer.data.chunks != null) { for (int c = 0; c < layer.data.chunks.Length; c++) { TMX.Chunk chunk = layer.data.chunks[c]; bool success = AddChunkToTilemap(layerTilemap, layer.data.encoding, layer.data.compression, chunk.tiles, chunk.text, chunk.x + gridXOffset, chunk.y + gridYOffset, chunk.width, chunk.height); if (!success) { return(false); } } } else { bool success = AddChunkToTilemap(layerTilemap, layer.data.encoding, layer.data.compression, layer.data.tiles, layer.data.text, gridXOffset, gridYOffset, layer.width, layer.height); if (!success) { return(false); } } TilemapRenderer renderer = newLayer.GetComponent <TilemapRenderer>(); renderer.sortingOrder = layerID; renderer.sortOrder = TiledTMXImporter.s_sortOrder; return(true); }
static bool ImportMapObject(TMX.Object mapObject, ImportedTileset[] inImportedTilesets, GameObject newObjectLayer, int mapTileWidth, int mapTileHeight, int sortingLayer) { ImportedTileset replacementTileset = null; if (mapObject.template != null) { // Fill out empty object fields with data from the template. // The template could have a tile from it's own tileset reference, so in that case, use the template tileset instead, and the template object GID TMX.Object combinedMapObject = ApplyTemplate(mapObject, out replacementTileset); if (combinedMapObject == null) { Debug.LogError("Could not load template for map object " + mapObject); return(false); } else { mapObject = combinedMapObject; } } mapObject.InitialiseUnsetValues(); // We need special code to set defaults here, because setting them before merging with a template would give incorrect results. // Use the template's tileset (and the gid that's been set by ApplyTemplate) if (replacementTileset != null) { inImportedTilesets = new ImportedTileset[] { replacementTileset }; } ImportedTile importedTile; TSX.Tile tilesetTile; // Unused Matrix4x4 matrix; TiledUtils.FindTileDataAndMatrix(mapObject.gid.Value, inImportedTilesets, TiledTMXImporter.s_cellWidth, TiledTMXImporter.s_cellHeight, out importedTile, out tilesetTile, out matrix); Vector2 pixelsToUnits = new Vector2(1.0f / (float)mapTileWidth, -1.0f / (float)mapTileHeight); GameObject newObject = new GameObject(mapObject.name); newObject.transform.SetParent(newObjectLayer.transform, false); // So we gain the tile rotation/flipping newObject.transform.FromMatrix(matrix); Vector2 corner = Vector2.Scale(new Vector2(mapObject.x.Value, mapObject.y.Value), pixelsToUnits); Vector2 pivotScaler = pixelsToUnits; if (TileLayerImporter.s_needsGridRotationToMatchUnityIsometric) { corner = TiledUtils.TiledIsometricPixelToScreenSpace(corner, new Vector2(mapTileWidth, mapTileHeight)); pivotScaler = Vector2.zero; // Pivot offsets are unneeded for objects on isometric grids } if (importedTile != null) { Tile unityTile = importedTile.tile; Vector2 pivotProportion = new Vector2(unityTile.sprite.pivot.x / unityTile.sprite.rect.width, unityTile.sprite.pivot.y / unityTile.sprite.rect.height); Vector3 pivotWorldPosition = corner + Vector2.Scale(new Vector2(mapObject.width.Value * pivotProportion.x, mapObject.height.Value * -pivotProportion.y), pivotScaler); newObject.transform.localPosition += pivotWorldPosition; SpriteRenderer renderer = newObject.AddComponent <SpriteRenderer>(); renderer.sprite = unityTile.sprite; renderer.sortingOrder = sortingLayer; if (unityTile.colliderType == Tile.ColliderType.Sprite) { newObject.AddComponent <PolygonCollider2D>(); } else if (unityTile.colliderType == Tile.ColliderType.Grid) { newObject.AddComponent <BoxCollider2D>(); } Vector2 scale = new Vector2(mapObject.width.Value / unityTile.sprite.rect.width, mapObject.height.Value / unityTile.sprite.rect.height); newObject.transform.localScale = Vector3.Scale(newObject.transform.localScale, new Vector3(scale.x, scale.y, 1.0f)); } else { Vector3 pivotWorldPosition = corner + Vector2.Scale(new Vector2(mapObject.width.Value * 0.5f, mapObject.height.Value * 0.5f), pivotScaler); newObject.transform.localPosition += pivotWorldPosition; // If no tile used, must be a non-tile object of some sort (collision or text) if (mapObject.ellipse != null) { EllipseCollider2D collider = newObject.AddComponent <EllipseCollider2D>(); collider.RadiusX = (mapObject.width.Value * 0.5f) / mapTileWidth; collider.RadiusY = (mapObject.height.Value * 0.5f) / mapTileHeight; } else if (mapObject.polygon != null) { PolygonCollider2D collider = newObject.AddComponent <PolygonCollider2D>(); string points = mapObject.polygon.points; collider.points = ImportUtils.PointsFromString(points, pixelsToUnits); } else if (mapObject.polyline != null) { EdgeCollider2D collider = newObject.AddComponent <EdgeCollider2D>(); string points = mapObject.polyline.points; collider.points = ImportUtils.PointsFromString(points, pixelsToUnits); } else if (mapObject.text != null) { TextMesh textMesh = newObject.AddComponent <TextMesh>(); textMesh.text = mapObject.text.text; textMesh.anchor = TextAnchor.MiddleCenter; Color color = Color.white; if (mapObject.text.color != null) { ColorUtility.TryParseHtmlString(mapObject.text.color, out color); } textMesh.color = color; // Saving an OS font as an asset in unity (through script) is seemingly impossible right now in a platform independent way // So we'll skip fonts for now textMesh.fontSize = (int)mapObject.text.pixelsize; // Guess a good resolution for the font float targetWorldTextHeight = (float)mapObject.text.pixelsize / (float)mapTileHeight; textMesh.characterSize = targetWorldTextHeight * 10.0f / textMesh.fontSize; Renderer renderer = textMesh.gameObject.GetComponent <MeshRenderer>(); renderer.sortingOrder = sortingLayer; renderer.sortingLayerID = SortingLayer.GetLayerValueFromName("Default"); } else { // Regular box collision BoxCollider2D collider = newObject.AddComponent <BoxCollider2D>(); collider.size = new Vector2(mapObject.width.Value / mapTileWidth, mapObject.height.Value / mapTileHeight); } } if (mapObject.rotation != 0.0f) { newObject.transform.RotateAround(corner, new Vector3(0.0f, 0.0f, 1.0f), -mapObject.rotation.Value); } if (mapObject.visible == false) { if (TiledTMXImporter.s_setHiddenLayersToInactive) { newObject.SetActive(false); } else { Renderer renderer = newObject.GetComponent <Renderer>(); if (renderer != null) { renderer.enabled = false; } } } TiledTMXImporter.HandleCustomProperties(newObject, mapObject.properties); return(true); }