Пример #1
0
        public override void OnEnter()
        {
            var go = Fsm.GetOwnerDefaultTarget(gameObject);

            if (UpdateCache(go))
            {
                STETilemap tilemap = cachedComponent as STETilemap;
                int        gridX;
                int        gridY;
                if ((ePositionType)positionType.Value == ePositionType.LocalPosition)
                {
                    gridX = TilemapUtils.GetGridX(tilemap, startPaintingPosition.Value);
                    gridY = TilemapUtils.GetGridY(tilemap, startPaintingPosition.Value);
                }
                else// if ((ePositionType)positionType.Value == ePositionType.GridPosition)
                {
                    gridX = (int)startPaintingPosition.Value.x;
                    gridY = (int)startPaintingPosition.Value.y;
                }

                if (tileSelection.selectionData.Length == 1)
                {
                    tilemap.SetTileData(gridX, gridY, (uint)tileSelection.selectionData[0]);
                }
                else
                {
                    int w  = tileSelection.rowLength;
                    int h  = tileSelection.columnLength;
                    int xf = -(w >> 1) + 1 - (w & 1);
                    int yf = -(h >> 1) + 1 - (h & 1);
                    for (int y = h - 1, idx = 0; y >= 0; --y)
                    {
                        for (int x = 0; x < w; ++x, ++idx)
                        {
                            tilemap.SetTileData(gridX + x + xf, gridY + y + yf, (uint)tileSelection.selectionData[idx]);
                        }
                    }
                }


                tilemap.UpdateMesh();
            }

            Finish();
        }
Пример #2
0
        public static void DeserializeTilemap(TilemapSerializedData data, STETilemap tilemap)
        {
            foreach (TilemapSerializedData.TileData dataItem in data.tileDataList)
            {
                tilemap.SetTileData(dataItem.gridX, dataItem.gridY, dataItem.tileData); // NOT SURE ABOUT THIS LINE.
            }
            tilemap.UpdateMesh();

            //TilemapUtils.IterateTilemapWithAction(tilemap, action);
            //return data;
        }
Пример #3
0
        private void DrawTileToLayers()
        {
            bool fx  = false;
            bool fy  = false;
            int  rot = 0;

            for (int i = 0; i < this.pyxelTilemap.layers.Length; i++)
            {
                STETilemap map = pyxelEdit.transform.Find(this.pyxelTilemap.layers[i].name).GetComponent <STETilemap>();

                for (int t = 0; t < this.pyxelTilemap.layers[i].tiles.Length; t++)
                {
                    int tileID = this.pyxelTilemap.layers[i].tiles[t].tile;

                    rot = this.pyxelTilemap.layers[i].tiles[t].rot;
                    fx  = this.pyxelTilemap.layers[i].tiles[t].flipX;
                    fy  = (rot == 2) ? true : false;
                    if (rot == 2)
                    {
                        fx = !fx;
                    }

                    int x = this.pyxelTilemap.layers[i].tiles[t].x;
                    int y = (this.pyxelTilemap.tileshigh - this.pyxelTilemap.layers[i].tiles[t].y) - 1;

                    if (tileID < 0)
                    {
                        map.Erase(x, y);
                    }
                    else
                    {
                        TileData tileData = new TileData();
                        tileData.brushId = 0;
                        tileData.tileId  = this.pyxelTilemap.layers[i].tiles[t].tile;

                        tileData.flipHorizontal = fx;
                        tileData.flipVertical   = fy;

                        map.SetTileData(x, y, tileData.BuildData());
                    }
                }

                map.UpdateMesh();
            }
        }
Пример #4
0
    protected override void ProceedUse(List <Vector2> pTiles)
    {
        NeedBase energyNeed = PlayerNeedManager.Instance.GetNeed("Energy");

        energyNeed.Change(-CurrentTool.EnergyCost * (ToolCursorManager.Instance.CursorIndex + 1));

        List <Vector2> tiles = pTiles;

        foreach (Vector2 tile in tiles)
        {
            if (CheckTileValidity(tile))
            {
                STETilemap affectedLayer = GetTileAffectedLayer(tile);

                uint     rawData  = affectedLayer.GetTileData(tile);
                TileData tileData = new TileData(rawData);
                foreach (AffectedTerrain terrain in AffectedTerrains)
                {
                    if (affectedLayer.name == terrain.LayerName)
                    {
                        tileData.brushId = terrain.BrushId;
                    }
                }
                if (affectedLayer.name == "Dirt")
                {
                    FarmPlot plot = GetPlot(tile);
                    if (plot != null)
                    {
                        Destroy(plot.gameObject);
                    }
                }

                affectedLayer.SetTileData(tile, tileData.BuildData());
                affectedLayer.UpdateMeshImmediate();

                FindObjectOfType <PlayerInventory>().RemoveFromStack(Toolbar.Instance.SelectedSlot.ReferencedItemStack, 1);
                if (Toolbar.Instance.SelectedSlot.ReferencedItemStack == null)
                {
                    return;
                }
            }
        }
    }
Пример #5
0
        public static void ImportTmxIntoTheScene(string tmxFilePath, Tileset tileset)
        {
            string     tmxFileName = Path.GetFileNameWithoutExtension(tmxFilePath);
            TmxTilemap tilemap     = TmxTilemap.LoadFromFile(tmxFilePath);

            if (tilemap.DicTilesetTex2D.Values.Count == 0)
            {
                return;
            }

            GameObject   tilemapGroupObj = new GameObject(tmxFileName);
            TilemapGroup tilemapGroup    = tilemapGroupObj.AddComponent <TilemapGroup>();
            int          orderInLayer    = 0;

            foreach (TmxLayer layer in tilemap.Map.Layers)
            {
                GameObject tilemapObj = new GameObject(layer.Name);
                tilemapObj.transform.SetParent(tilemapGroupObj.transform);
                STETilemap tilemapBhv = tilemapObj.AddComponent <STETilemap>();
                tilemapBhv.Tileset      = tileset;
                tilemapBhv.OrderInLayer = orderInLayer++;
                tilemapBhv.IsVisible    = layer.Visible;
                tilemapBhv.TintColor    = new Color(1f, 1f, 1f, layer.Opacity);
                for (int gx = 0; gx < layer.Width; gx++)
                {
                    for (int gy = 0; gy < layer.Height; gy++)
                    {
                        int          tileIdx = gy * layer.Width + gx;
                        TmxLayerTile tile    = layer.Tiles[tileIdx];

                        //skip non valid tiles
                        if (tile.GId == 0)
                        {
                            continue;
                        }

                        int  tileId   = tilemap.GetTileAbsoluteId(tile);
                        uint tileData = tileId >= 0 ? (uint)tileId : Tileset.k_TileData_Empty;
                        if (tileData != Tileset.k_TileData_Empty)
                        {
                            // add tile flags
                            if ((tile.GId & k_FLIPPED_HORIZONTALLY_FLAG) != 0)
                            {
                                tileData |= Tileset.k_TileFlag_FlipH;
                            }
                            if ((tile.GId & k_FLIPPED_VERTICALLY_FLAG) != 0)
                            {
                                tileData |= Tileset.k_TileFlag_FlipV;
                            }
                            if ((tile.GId & k_FLIPPED_DIAGONALLY_FLAG) != 0)
                            {
                                tileData |= Tileset.k_TileFlag_Rot90;
                            }
                            //convert from tiled flip diagonal to rot90
                            if ((tileData & Tileset.k_TileFlag_Rot90) != 0)
                            {
                                if (((tile.GId & k_FLIPPED_HORIZONTALLY_FLAG) != 0) != ((tile.GId & k_FLIPPED_VERTICALLY_FLAG) != 0))
                                {
                                    tileData ^= Tileset.k_TileFlag_FlipH;
                                }
                                else
                                {
                                    tileData ^= Tileset.k_TileFlag_FlipV;
                                }
                            }
                        }
                        tilemapBhv.SetTileData(gx, layer.Height - gy - 1, tileData);
                    }
                }
                tilemapBhv.UpdateMesh();
            }
            tilemapGroup.Refresh();
        }
Пример #6
0
 private void SetFlipForTile(STETilemap tilemap, Vector2 pos)
 {
     tilemap.SetTileData(pos, tilemap.GetTileData(pos) | Tileset.k_TileFlag_FlipH);
 }
Пример #7
0
 void SetTileData(Vector2 pTileWorldPos, TileData pTileData)
 {
     OccupiedLayer.SetTileData(pTileWorldPos, pTileData.BuildData());
     OccupiedLayer.UpdateMeshImmediate();
 }