Exemplo n.º 1
0
 private void DoImportIcons()
 {
     m_SuperIcons      = ScriptableObject.CreateInstance <SuperIcons>();
     m_SuperIcons.name = "Icons";
     m_SuperIcons.AssignIcons();
     AssetImportContext.AddObjectToAsset("_icons", m_SuperIcons);
 }
Exemplo n.º 2
0
        // The map object is our Main Asset - the prefab that is created in our scene when dragged into the hierarchy
        private bool PrepareMainObject()
        {
            var icon = SuperIcons.GetTmxIcon();

            var goGrid = new GameObject("_MapMainObject");

            SuperImportContext.AddObjectToAsset("_MapPrfab", goGrid, icon);
            SuperImportContext.SetMainObject(goGrid);
            m_MapComponent = goGrid.AddComponent <SuperMap>();

            return(true);
        }
Exemplo n.º 3
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        private void CreateTileset(XElement xTileset)
        {
            Assert.IsNull(this.Tileset);

            var icon = SuperIcons.GetTsxIcon();

            Tileset = ScriptableObject.CreateInstance <SuperTileset>();
            Tileset.m_IsInternal = false;
            SuperImportContext.AddObjectToAsset("_TilesetScriptObject", Tileset, icon);
            SuperImportContext.SetMainObject(this.Tileset);

            var loader = new TilesetLoader(this.Tileset, this, m_UseSpriteAtlas, (int)m_AtlasWidth, (int)m_AtlasHeight);

            loader.LoadFromXml(xTileset);
        }
Exemplo n.º 4
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        private void PushAtlasTexture()
        {
            string textureName = string.Format("Atlas_{0}_{1}", m_TilesetScript.name, m_AtlasTextures.Count + 1);

            // Create the texture with a starter color that stands out
            m_CurrentAtlas            = new Texture2D(m_AtlasWidth, m_AtlasHeight, TextureFormat.ARGB32, false);
            m_CurrentAtlas.wrapMode   = TextureWrapMode.Clamp;
            m_CurrentAtlas.filterMode = FilterMode.Point;
            m_CurrentAtlas.name       = textureName;
            m_CurrentAtlas.SetPixels(Enumerable.Repeat(NamedColors.DeepPink, m_AtlasWidth * m_AtlasHeight).ToArray());

            // Add the texture to our import context and our list of textures
            var icon = SuperIcons.GetTsxIcon();

            m_TiledAssetImporter.SuperImportContext.AddObjectToAsset(textureName, m_CurrentAtlas, icon);
            m_AtlasTextures.Add(m_CurrentAtlas);

            // Start a new packer to go along with our atlas
            m_CurrentPacker = new Packer(m_AtlasWidth, m_AtlasHeight, false);
        }
Exemplo n.º 5
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        protected override void InternalOnImportAsset()
        {
            base.InternalOnImportAsset();
            ImporterVersion = ImporterConstants.WorldVersion;
            AddSuperAsset <SuperAssetWorld>();

            var goWorld = new GameObject("world");

            var icon = SuperIcons.GetWorldIcon();

            SuperImportContext.AddObjectToAsset("_world", goWorld, icon);
            SuperImportContext.SetMainObject(goWorld);

            goWorld.AddComponent <SuperWorld>();

            try
            {
                ParseJsonAsset(goWorld);
            }
            catch (Exception ex)
            {
                ReportError("Unknown error importing World file: {0}\n{1}\n{2}", assetPath, ex.Message, ex.StackTrace);
            }
        }
 public SuperImportContext(UnityEditor.AssetImporters.AssetImportContext context, ST2USettings settings, SuperIcons icons)
 {
     m_Context = context;
     Settings  = settings;
     Icons     = icons;
 }
 public SuperImportContext(AssetImportContext context, ST2USettings settings, SuperIcons icons)
 {
     m_Context = context;
     Settings  = settings;
     Icons     = icons;
 }