private void Start() { _ground = GameObject.FindGameObjectWithTag("Ground").GetComponent <GroundComponent>(); _groundMeshBuilder = _ground.transform.Find("Ground_Sprite").GetComponent <ColliderToMesh>(); _groundCollider = _groundMeshBuilder.GetComponent <EllipseCollider2D>(); _groundShadowMeshBuilder = _ground.transform.Find("GroundShadow_Sprite").GetComponent <ColliderToMesh>(); _groundShadowCollider = _groundShadowMeshBuilder.GetComponent <EllipseCollider2D>(); DOTween.To(() => _ground.Size, x => _ground.Size = x, 0.1f, _ground.Duration); }
void OnEnable() { ec = (EllipseCollider2D)target; polyCollider = ec.GetComponent <PolygonCollider2D>(); if (polyCollider == null) { polyCollider = ec.gameObject.AddComponent <PolygonCollider2D>(); } polyCollider.points = ec.getPoints(); }
void OnEnable() { ec = (EllipseCollider2D)target; edgeCollider = ec.GetComponent<EdgeCollider2D>(); if (edgeCollider == null) { ec.gameObject.AddComponent<EdgeCollider2D>(); edgeCollider = ec.GetComponent<EdgeCollider2D>(); } edgeCollider.points = ec.getPoints(edgeCollider.offset); }
void OnEnable() { ec = (EllipseCollider2D)target; edgeCollider = ec.GetComponent <EdgeCollider2D>(); if (edgeCollider == null) { ec.gameObject.AddComponent <EdgeCollider2D>(); edgeCollider = ec.GetComponent <EdgeCollider2D>(); } edgeCollider.points = ec.getPoints(edgeCollider.offset); }
static bool ImportMapObject(TMX.Object mapObject, ImportedTileset[] importedTilesets, Dictionary <string, ImportedTemplate> importedTemplates, GameObject newObjectLayer, int mapTileWidth, int mapTileHeight, int sortingLayer, ITilemapImportOperation[] importOperations, string tilesetDir, int cellWidth, int cellHeight, int pixelsPerUnit, string tmxParentFolder) { 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, tmxParentFolder, tilesetDir, cellWidth, cellHeight, pixelsPerUnit, importedTemplates, 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) { importedTilesets = new ImportedTileset[] { replacementTileset }; } ImportedTile importedTile; TSX.Tile tilesetTile; // Unused Matrix4x4 matrix; TiledUtils.FindTileDataAndMatrix(mapObject.gid.Value, importedTilesets, cellWidth, cellHeight, out importedTile, out tilesetTile, out matrix); Vector2 pixelsToUnits = new Vector2(1.0f / mapTileWidth, -1.0f / 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); 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), pixelsToUnits); 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), pixelsToUnits); 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) { Renderer renderer = newObject.GetComponent <Renderer>(); if (renderer != null) { renderer.enabled = false; } } IDictionary <string, string> properties = (mapObject.properties == null ? new Dictionary <string, string>() : mapObject.properties.ToDictionary()); foreach (ITilemapImportOperation operation in importOperations) { operation.HandleCustomProperties(newObject, properties); } return(true); }