private void AddTileObjectElements(TmxObjectTile tmxObjectTile, XElement xmlTileObjectRoot)
        {
            // TileObjects can be scaled (this is separate from vertex scaling)
            SizeF scale = tmxObjectTile.GetTileObjectScale();

            // Flipping is done through negative-scaling on the child object
            float flip_w = tmxObjectTile.FlippedHorizontal ? -1.0f : 1.0f;
            float flip_h = tmxObjectTile.FlippedVertical ? -1.0f : 1.0f;

            // Helper values for moving tile about local origin
            float full_w = tmxObjectTile.Tile.TileSize.Width;
            float full_h = tmxObjectTile.Tile.TileSize.Height;
            float half_w = full_w * 0.5f;
            float half_h = full_h * 0.5f;

            // Scale goes onto root node
            xmlTileObjectRoot.SetAttributeValue("scaleX", scale.Width);
            xmlTileObjectRoot.SetAttributeValue("scaleY", scale.Height);

            // We combine the properties of the tile that is referenced and add it to our own properties
            AssignTiledProperties(tmxObjectTile.Tile, xmlTileObjectRoot);

            // Add a TileObject component for scripting purposes
            {
                XElement xmlTileObjectComponent = new XElement("TileObjectComponent");
                xmlTileObjectComponent.SetAttributeValue("width", tmxObjectTile.Tile.TileSize.Width * scale.Width * Tiled2Unity.Settings.Scale);
                xmlTileObjectComponent.SetAttributeValue("height", tmxObjectTile.Tile.TileSize.Height * scale.Height * Tiled2Unity.Settings.Scale);
                xmlTileObjectRoot.Add(xmlTileObjectComponent);
            }

            // Child node positions game object to match center of tile so can flip along x and y axes
            XElement xmlTileObject = new XElement("GameObject");

            xmlTileObject.SetAttributeValue("name", "TileObject");
            if (tmxMap.Orientation == TmxMap.MapOrientation.Isometric)
            {
                // In isometric mode the local origin of the tile is at the bottom middle
                xmlTileObject.SetAttributeValue("x", 0);
                xmlTileObject.SetAttributeValue("y", half_h);
            }
            else
            {
                // For non-isometric maps the local origin of the tile is the bottom left
                xmlTileObject.SetAttributeValue("x", half_w);
                xmlTileObject.SetAttributeValue("y", half_h);
            }
            xmlTileObject.SetAttributeValue("scaleX", flip_w);
            xmlTileObject.SetAttributeValue("scaleY", flip_h);

            // Add any colliders that might be on the tile
            // Note: Colliders on a tile object are always treated as if they are in Orthogonal space
            TmxMap.MapOrientation restoreOrientation = tmxMap.Orientation;
            this.tmxMap.Orientation = TmxMap.MapOrientation.Orthogonal;
            {
                foreach (TmxObject tmxObject in tmxObjectTile.Tile.ObjectGroup.Objects)
                {
                    XElement objElement = null;

                    if (tmxObject.GetType() == typeof(TmxObjectRectangle))
                    {
                        // Note: Tile objects have orthographic rectangles even in isometric orientations so no need to transform rectangle points
                        objElement = CreateBoxColliderElement(tmxObject as TmxObjectRectangle);
                    }
                    else if (tmxObject.GetType() == typeof(TmxObjectEllipse))
                    {
                        objElement = CreateCircleColliderElement(tmxObject as TmxObjectEllipse, tmxObjectTile.Tile.ObjectGroup.Name);
                    }
                    else if (tmxObject.GetType() == typeof(TmxObjectPolygon))
                    {
                        objElement = CreatePolygonColliderElement(tmxObject as TmxObjectPolygon);
                    }
                    else if (tmxObject.GetType() == typeof(TmxObjectPolyline))
                    {
                        objElement = CreateEdgeColliderElement(tmxObject as TmxObjectPolyline);
                    }

                    if (objElement != null)
                    {
                        // This object is currently in the center of the Tile Object we are constructing
                        // The collision geometry is wrt the top-left corner
                        // The "Offset" of the collider translation to get to lop-left corner and the collider's position into account
                        float offset_x = (-half_w + tmxObject.Position.X) * Tiled2Unity.Settings.Scale;
                        float offset_y = (half_h - tmxObject.Position.Y) * Tiled2Unity.Settings.Scale;
                        objElement.SetAttributeValue("offsetX", offset_x);
                        objElement.SetAttributeValue("offsetY", offset_y);

                        xmlTileObject.Add(objElement);
                    }
                }
            }
            this.tmxMap.Orientation = restoreOrientation;

            // Add a child for each mesh
            // (The child node is needed due to animation)
            foreach (var mesh in tmxObjectTile.Tile.Meshes)
            {
                XElement xmlMeshObject = new XElement("GameObject");

                xmlMeshObject.SetAttributeValue("name", mesh.ObjectName);
                xmlMeshObject.SetAttributeValue("copy", mesh.UniqueMeshName);

                xmlMeshObject.SetAttributeValue("sortingLayerName", tmxObjectTile.SortingLayerName ?? tmxObjectTile.ParentObjectGroup.SortingLayerName);
                xmlMeshObject.SetAttributeValue("sortingOrder", tmxObjectTile.SortingOrder ?? tmxObjectTile.ParentObjectGroup.SortingOrder);

                // Game object that contains mesh moves position to that local origin of Tile Object (from Tiled's point of view) matches the root position of the Tile game object
                // Put another way: This translation moves away from center to local origin
                xmlMeshObject.SetAttributeValue("x", -half_w);
                xmlMeshObject.SetAttributeValue("y", half_h);

                if (mesh.FullAnimationDurationMs > 0)
                {
                    XElement xmlAnimation = new XElement("TileAnimator",
                                                         new XAttribute("startTimeMs", mesh.StartTimeMs),
                                                         new XAttribute("durationMs", mesh.DurationMs),
                                                         new XAttribute("fullTimeMs", mesh.FullAnimationDurationMs));
                    xmlMeshObject.Add(xmlAnimation);
                }

                xmlTileObject.Add(xmlMeshObject);
            }

            xmlTileObjectRoot.Add(xmlTileObject);
        }
Exemplo n.º 2
0
        private void DrawObjectCollider(Graphics g, TmxObject tmxObject, Color color)
        {
            Color brushColor = Color.FromArgb(128, color);

            using (Brush brush = new HatchBrush(HatchStyle.BackwardDiagonal, color, brushColor))
                using (Pen pen = new Pen(color))
                {
                    pen.Alignment = PenAlignment.Inset;

                    GraphicsState state = g.Save();

                    PointF xfPosition = TmxMath.ObjectPointFToMapSpace(this.tmxMap, tmxObject.Position);
                    g.TranslateTransform(xfPosition.X, xfPosition.Y);
                    g.RotateTransform(tmxObject.Rotation);

                    if (tmxObject.GetType() == typeof(TmxObjectPolygon))
                    {
                        DrawPolygon(g, pen, brush, tmxObject as TmxObjectPolygon);
                    }
                    else if (tmxObject.GetType() == typeof(TmxObjectRectangle))
                    {
                        if (this.tmxMap.Orientation == TmxMap.MapOrientation.Isometric)
                        {
                            TmxObjectPolygon tmxIsometricRectangle = TmxObjectPolygon.FromRectangle(this.tmxMap, tmxObject as TmxObjectRectangle);
                            DrawPolygon(g, pen, brush, tmxIsometricRectangle);
                        }
                        else
                        {
                            // Rectangles are polygons
                            DrawPolygon(g, pen, brush, tmxObject as TmxObjectPolygon);
                        }
                    }
                    else if (tmxObject.GetType() == typeof(TmxObjectEllipse))
                    {
                        DrawEllipse(g, pen, brush, tmxObject as TmxObjectEllipse);
                    }
                    else if (tmxObject.GetType() == typeof(TmxObjectPolyline))
                    {
                        DrawPolyline(g, pen, tmxObject as TmxObjectPolyline);
                    }
                    else if (tmxObject.GetType() == typeof(TmxObjectTile))
                    {
                        GraphicsState tileState     = g.Save();
                        TmxObjectTile tmxObjectTile = tmxObject as TmxObjectTile;

                        // Apply scale
                        SizeF scale = tmxObjectTile.GetTileObjectScale();
                        g.ScaleTransform(scale.Width, scale.Height);

                        // Apply horizontal flip
                        if (tmxObjectTile.FlippedHorizontal)
                        {
                            g.TranslateTransform(tmxObjectTile.Tile.TileSize.Width, 0);
                            g.ScaleTransform(-1, 1);
                        }

                        // Apply vertical flip
                        if (tmxObjectTile.FlippedVertical)
                        {
                            g.TranslateTransform(0, -tmxObjectTile.Tile.TileSize.Height);
                            g.ScaleTransform(1, -1);
                        }

                        // (Note: Now we can draw the tile and collisions as normal as the transforms have been set up.)

                        // Draw the tile
                        Rectangle destination = new Rectangle(0, -tmxObjectTile.Tile.TileSize.Height, tmxObjectTile.Tile.TileSize.Width, tmxObjectTile.Tile.TileSize.Height);
                        Rectangle source      = new Rectangle(tmxObjectTile.Tile.LocationOnSource, tmxObjectTile.Tile.TileSize);
                        g.DrawImage(tmxObjectTile.Tile.TmxImage.ImageBitmap, destination, source, GraphicsUnit.Pixel);

                        // Put a black border around the tile so it sticks out a bit as an object
                        g.DrawRectangle(Pens.Black, destination);

                        // Draw the collisions
                        // Make up for the fact that the bottom-left corner is the origin
                        g.TranslateTransform(0, -tmxObjectTile.Tile.TileSize.Height);
                        foreach (var obj in tmxObjectTile.Tile.ObjectGroup.Objects)
                        {
                            DrawObjectCollider(g, obj, Color.Gray);
                        }

                        g.Restore(tileState);
                    }
                    else
                    {
                        g.Restore(state);
                        RectangleF bounds = tmxObject.GetWorldBounds();
                        g.FillRectangle(Brushes.Red, bounds.X, bounds.Y, bounds.Width, bounds.Height);
                        g.DrawRectangle(Pens.White, bounds.X, bounds.Y, bounds.Width, bounds.Height);
                        string message = String.Format("Unhandled object: {0}", tmxObject.GetNonEmptyName());
                        DrawString(g, message, bounds.X, bounds.Y);
                    }

                    // Restore our state
                    g.Restore(state);
                }
        }
Exemplo n.º 3
0
        private void AddTileObjectElements(TmxObjectTile tmxObjectTile, XElement xmlTileObjectRoot)
        {
            // We combine the properties of the tile that is referenced and add it to our own properties
            AssignTiledProperties(tmxObjectTile.Tile, xmlTileObjectRoot);

            // TileObjects can be scaled (this is separate from vertex scaling)
            SizeF scale = tmxObjectTile.GetTileObjectScale();

            xmlTileObjectRoot.SetAttributeValue("scaleX", scale.Width);
            xmlTileObjectRoot.SetAttributeValue("scaleY", scale.Height);

            // Need another transform to help us with flipping of the tile (and their collisions)
            XElement xmlTileObject = new XElement("GameObject");

            xmlTileObject.SetAttributeValue("name", "TileObject");

            if (tmxObjectTile.FlippedHorizontal)
            {
                xmlTileObject.SetAttributeValue("x", tmxObjectTile.Tile.TileSize.Width * Tiled2Unity.Settings.Scale);
                xmlTileObject.SetAttributeValue("flipX", true);
            }
            if (tmxObjectTile.FlippedVertical)
            {
                xmlTileObject.SetAttributeValue("y", tmxObjectTile.Tile.TileSize.Height * Tiled2Unity.Settings.Scale);
                xmlTileObject.SetAttributeValue("flipY", true);
            }

            // Add any colliders that might be on the tile
            // Note: Colliders on a tile object are always treated as if they are in Orthogonal space
            TmxMap.MapOrientation restoreOrientation = tmxMap.Orientation;
            this.tmxMap.Orientation = TmxMap.MapOrientation.Orthogonal;
            {
                foreach (TmxObject tmxObject in tmxObjectTile.Tile.ObjectGroup.Objects)
                {
                    XElement objElement = null;

                    if (tmxObject.GetType() == typeof(TmxObjectRectangle))
                    {
                        // Note: Tile objects have orthographic rectangles even in isometric orientations so no need to transform rectangle points
                        objElement = CreateBoxColliderElement(tmxObject as TmxObjectRectangle);
                    }
                    else if (tmxObject.GetType() == typeof(TmxObjectEllipse))
                    {
                        objElement = CreateCircleColliderElement(tmxObject as TmxObjectEllipse, tmxObjectTile.Tile.ObjectGroup.Name);
                    }
                    else if (tmxObject.GetType() == typeof(TmxObjectPolygon))
                    {
                        objElement = CreatePolygonColliderElement(tmxObject as TmxObjectPolygon);
                    }
                    else if (tmxObject.GetType() == typeof(TmxObjectPolyline))
                    {
                        objElement = CreateEdgeColliderElement(tmxObject as TmxObjectPolyline);
                    }

                    if (objElement != null)
                    {
                        // Objects can be offset (and we need to make up for the bottom-left corner being the origin in a TileObject)
                        objElement.SetAttributeValue("offsetX", tmxObject.Position.X * Tiled2Unity.Settings.Scale);
                        objElement.SetAttributeValue("offsetY", (tmxObjectTile.Size.Height - tmxObject.Position.Y) * Tiled2Unity.Settings.Scale);

                        xmlTileObject.Add(objElement);
                    }
                }
            }
            this.tmxMap.Orientation = restoreOrientation;

            // Add a child for each mesh (with animation if needed)
            foreach (var mesh in tmxObjectTile.Tile.Meshes)
            {
                XElement xmlMeshObject = new XElement("GameObject");

                xmlMeshObject.SetAttributeValue("name", mesh.ObjectName);
                xmlMeshObject.SetAttributeValue("copy", mesh.UniqueMeshName);

                xmlMeshObject.SetAttributeValue("sortingLayerName", tmxObjectTile.SortingLayerName ?? tmxObjectTile.ParentObjectGroup.SortingLayerName);
                xmlMeshObject.SetAttributeValue("sortingOrder", tmxObjectTile.SortingOrder ?? tmxObjectTile.ParentObjectGroup.SortingOrder);

                // This object, that actually displays the tile, has to be bumped up to account for the bottom-left corner problem with Tile Objects in Tiled
                xmlMeshObject.SetAttributeValue("x", 0);
                xmlMeshObject.SetAttributeValue("y", tmxObjectTile.Tile.TileSize.Height * Tiled2Unity.Settings.Scale);

                if (mesh.FullAnimationDurationMs > 0)
                {
                    XElement xmlAnimation = new XElement("TileAnimator",
                                                         new XAttribute("startTimeMs", mesh.StartTimeMs),
                                                         new XAttribute("durationMs", mesh.DurationMs),
                                                         new XAttribute("fullTimeMs", mesh.FullAnimationDurationMs));
                    xmlMeshObject.Add(xmlAnimation);
                }

                xmlTileObject.Add(xmlMeshObject);
            }

            xmlTileObjectRoot.Add(xmlTileObject);
        }
        private void AddTileObjectElements(TmxObjectTile tmxObjectTile, XElement xmlTileObjectRoot)
        {
            // We combine the properties of the tile that is referenced and add it to our own properties
            AssignTiledProperties(tmxObjectTile.Tile, xmlTileObjectRoot);

            // TileObjects can be scaled (this is separate from vertex scaling)
            SizeF scale = tmxObjectTile.GetTileObjectScale();
            xmlTileObjectRoot.SetAttributeValue("scaleX", scale.Width);
            xmlTileObjectRoot.SetAttributeValue("scaleY", scale.Height);

            // Need another transform to help us with flipping of the tile (and their collisions)
            XElement xmlTileObject = new XElement("GameObject");
            xmlTileObject.SetAttributeValue("name", "TileObject");

            if (tmxObjectTile.FlippedHorizontal)
            {
                xmlTileObject.SetAttributeValue("x", tmxObjectTile.Tile.TileSize.Width * Tiled2Unity.Settings.Scale);
                xmlTileObject.SetAttributeValue("flipX", true);
            }
            if (tmxObjectTile.FlippedVertical)
            {
                xmlTileObject.SetAttributeValue("y", tmxObjectTile.Tile.TileSize.Height * Tiled2Unity.Settings.Scale);
                xmlTileObject.SetAttributeValue("flipY", true);
            }

            // Add any colliders that might be on the tile
            // Note: Colliders on a tile object are always treated as if they are in Orthogonal space
            TmxMap.MapOrientation restoreOrientation = tmxMap.Orientation;
            this.tmxMap.Orientation = TmxMap.MapOrientation.Orthogonal;
            {
                foreach (TmxObject tmxObject in tmxObjectTile.Tile.ObjectGroup.Objects)
                {
                    XElement objElement = null;

                    if (tmxObject.GetType() == typeof(TmxObjectRectangle))
                    {
                        // Note: Tile objects have orthographic rectangles even in isometric orientations so no need to transform rectangle points
                        objElement = CreateBoxColliderElement(tmxObject as TmxObjectRectangle);
                    }
                    else if (tmxObject.GetType() == typeof(TmxObjectEllipse))
                    {
                        objElement = CreateCircleColliderElement(tmxObject as TmxObjectEllipse, tmxObjectTile.Tile.ObjectGroup.Name);
                    }
                    else if (tmxObject.GetType() == typeof(TmxObjectPolygon))
                    {
                        objElement = CreatePolygonColliderElement(tmxObject as TmxObjectPolygon);
                    }
                    else if (tmxObject.GetType() == typeof(TmxObjectPolyline))
                    {
                        objElement = CreateEdgeColliderElement(tmxObject as TmxObjectPolyline);
                    }

                    if (objElement != null)
                    {
                        // Objects can be offset (and we need to make up for the bottom-left corner being the origin in a TileObject)
                        objElement.SetAttributeValue("offsetX", tmxObject.Position.X * Tiled2Unity.Settings.Scale);
                        objElement.SetAttributeValue("offsetY", (tmxObjectTile.Size.Height - tmxObject.Position.Y) * Tiled2Unity.Settings.Scale);

                        xmlTileObject.Add(objElement);
                    }
                }
            }
            this.tmxMap.Orientation = restoreOrientation;

            // Add a child for each mesh (with animation if needed)
            foreach (var mesh in tmxObjectTile.Tile.Meshes)
            {
                XElement xmlMeshObject = new XElement("GameObject");

                xmlMeshObject.SetAttributeValue("name", mesh.ObjectName);
                xmlMeshObject.SetAttributeValue("copy", mesh.UniqueMeshName);

                xmlMeshObject.SetAttributeValue("sortingLayerName", tmxObjectTile.SortingLayerName ?? tmxObjectTile.ParentObjectGroup.SortingLayerName);
                xmlMeshObject.SetAttributeValue("sortingOrder", tmxObjectTile.SortingOrder ?? tmxObjectTile.ParentObjectGroup.SortingOrder);

                // This object, that actually displays the tile, has to be bumped up to account for the bottom-left corner problem with Tile Objects in Tiled
                xmlMeshObject.SetAttributeValue("x", 0);
                xmlMeshObject.SetAttributeValue("y", tmxObjectTile.Tile.TileSize.Height * Tiled2Unity.Settings.Scale);

                if (mesh.FullAnimationDurationMs > 0)
                {
                    XElement xmlAnimation = new XElement("TileAnimator",
                        new XAttribute("startTimeMs", mesh.StartTimeMs),
                        new XAttribute("durationMs", mesh.DurationMs),
                        new XAttribute("fullTimeMs", mesh.FullAnimationDurationMs));
                    xmlMeshObject.Add(xmlAnimation);
                }

                xmlTileObject.Add(xmlMeshObject);
            }

            xmlTileObjectRoot.Add(xmlTileObject);
        }