void OnGUI() { generate_sprite_sheet_image = GUILayout.Toggle(generate_sprite_sheet_image, "Generate Sprite Sheet Image"); Select_Image(); if (img == null) { return; } if (GUILayout.Button("Generate Tiles")) { //generate the top tile. They are A2 style tile Generate_Tiles(path, sub_blocks_top, sub_blocks_top_to_import, mini_tile_w, mini_tile_h, wBlock, hBlock, generate_sprite_sheet_image); A3_Tiles_Importer_Window.Generate_Wall_Tiles(path, sub_blocks_wall, sub_blocks_wall_to_import, mini_tile_w, mini_tile_h, wBlock, hBlock, generate_sprite_sheet_image); } GUILayout.Label("Select the tile you want to import, then click the 'Generate Tiles' Button"); //can select or deselect all GUILayout.BeginHorizontal(); if (GUILayout.Button("Select All")) { if (sub_blocks_wall_to_import != null) { for (int i = 0; i < sub_blocks_wall_to_import.Count; i++) { sub_blocks_wall_to_import[i] = true; } } if (sub_blocks_top_to_import != null) { for (int i = 0; i < sub_blocks_top_to_import.Count; i++) { sub_blocks_top_to_import[i] = true; } } } if (GUILayout.Button("Select None")) { if (sub_blocks_wall_to_import != null) { for (int i = 0; i < sub_blocks_wall_to_import.Count; i++) { sub_blocks_wall_to_import[i] = false; } } if (sub_blocks_top_to_import != null) { for (int i = 0; i < sub_blocks_top_to_import.Count; i++) { sub_blocks_top_to_import[i] = false; } } } GUILayout.EndHorizontal(); scrollPosition = GUILayout.BeginScrollView(scrollPosition, true, true, GUI.skin.horizontalScrollbar, GUI.skin.verticalScrollbar); GUILayout.BeginVertical(); GUILayout.Space(10); GUILayout.BeginHorizontal(); int topCount = sub_blocks_top != null ? sub_blocks_top.Count : -1; int wallCount = sub_blocks_wall != null ? sub_blocks_wall.Count : -1; for (int i = 0; i < Math.Max(topCount, wallCount); i++) { if (i != 0 && i % 8 == 0) { GUILayout.EndHorizontal(); GUILayout.BeginHorizontal(); } GUILayout.BeginVertical(); if (sub_blocks_top != null) { Texture2D sub_top = sub_blocks_top[i]; sub_blocks_top_to_import[i] = GUILayout.Toggle(sub_blocks_top_to_import[i], sub_top); } if (sub_blocks_wall != null) { Texture2D sub_wall = sub_blocks_wall[i]; sub_blocks_wall_to_import[i] = GUILayout.Toggle(sub_blocks_wall_to_import[i], sub_wall); } GUILayout.EndVertical(); } GUILayout.EndHorizontal(); GUILayout.EndVertical(); GUILayout.EndScrollView(); }
void OnGUI() { generate_sprite_sheet_image = GUILayout.Toggle(generate_sprite_sheet_image, "Generate Sprite Sheet Image"); if (GUILayout.Button("Load Image")) { path = EditorUtility.OpenFilePanel("Load Tile Set", ".", "*.*"); if (path != null && path != "" && File.Exists(path) && path.Contains("A4")) { img = new Texture2D(1, 1); byte[] bytedata = File.ReadAllBytes(path); img.LoadImage(bytedata); //get the sliced part Tiles_A4_Utility.A4_Tile_Slice_File(img, out wBlock, out hBlock, out mini_tile_w, out mini_tile_h, out sub_blocks_top, out sub_blocks_wall); sub_blocks_top_to_import = new List <bool>(); for (int i = 0; i < sub_blocks_top.Count; i++) { sub_blocks_top_to_import.Add(false); } sub_blocks_wall_to_import = new List <bool>(); for (int i = 0; i < sub_blocks_wall.Count; i++) { sub_blocks_wall_to_import.Add(false); } } else { if (path != null && path != "") { EditorUtility.DisplayDialog("Selection error!", "You have to select a file or an A4 file compatibile with RPG MAKER tile set", "OK"); } } } if (img == null) { return; } if (GUILayout.Button("Generate Tiles")) { //generate the top tile. They are A2 style tile Generate_Tiles(path, sub_blocks_top, sub_blocks_top_to_import, mini_tile_w, mini_tile_h, wBlock, hBlock, generate_sprite_sheet_image); A3_Tiles_Importer_Window.Generate_Wall_Tiles(path, sub_blocks_wall, sub_blocks_wall_to_import, mini_tile_w, mini_tile_h, wBlock, hBlock, generate_sprite_sheet_image); } GUILayout.Label("Select the tile you want to import, then click the 'Generate Tiles' Button"); scrollPosition = GUILayout.BeginScrollView(scrollPosition, true, true, GUI.skin.horizontalScrollbar, GUI.skin.verticalScrollbar); GUILayout.BeginVertical(); GUILayout.Space(10); GUILayout.BeginHorizontal(); for (int i = 0; i < sub_blocks_top.Count; i++) { if (i != 0 && i % 8 == 0) { GUILayout.EndHorizontal(); GUILayout.BeginHorizontal(); } GUILayout.BeginVertical(); Texture2D sub_top = sub_blocks_top[i]; sub_blocks_top_to_import[i] = GUILayout.Toggle(sub_blocks_top_to_import[i], sub_top); Texture2D sub_wall = sub_blocks_wall[i]; sub_blocks_wall_to_import[i] = GUILayout.Toggle(sub_blocks_wall_to_import[i], sub_wall); GUILayout.EndVertical(); } GUILayout.EndHorizontal(); GUILayout.EndVertical(); GUILayout.EndScrollView(); }