示例#1
0
        public static void BuildTileset(LDtkDataLayer layer, LDtkDataTile[] tiles, LDtkTilesetAssetCollection assets, Tilemap[] tilemaps)
        {
            LDtkDefinitionTileset definition = layer.IsAutoTilesLayer
                ? layer.Definition.AutoTilesetDefinition
                : layer.Definition.TileLayerDefinition;

            LDtkTilesetAsset asset = assets.GetAssetByIdentifier(definition.identifier);

            if (asset == null)
            {
                return;
            }

            //figure out if we have already built a tile in this position. otherwise, build up to the next tilemap
            Dictionary <Vector2Int, int> builtTileLayering = new Dictionary <Vector2Int, int>();

            foreach (LDtkDataTile tileData in tiles)
            {
                Vector2Int px           = tileData.px.ToVector2Int();
                int        tilemapLayer = GetTilemapLayerToBuildOn(builtTileLayering, px, tilemaps.Length - 1);


                BuildTile(layer, tileData, asset, tilemaps[tilemapLayer]);
            }
        }
示例#2
0
        private static void BuildTilesetLayer(LDtkDataLayer layer, LDtkDataTile[] tiles,
                                              LDtkTilesetAssetCollection tilesetAssets, Grid tilemapPrefab)
        {
            if (IsAssetNull(tilesetAssets))
            {
                return;
            }

            var grouped        = tiles.Select(p => p.px.ToVector2Int()).ToLookup(x => x);
            int maxRepetitions = grouped.Max(x => x.Count());


            string objName = layer.__identifier;

            if (layer.IsIntGridLayer)
            {
                objName += "_AutoLayer";
            }

            //this is for the potential of having multiple rules apply to the same tile. make multiple Unity Tilemaps.
            Tilemap[] tilemaps = new Tilemap[maxRepetitions];
            for (int i = 0; i < maxRepetitions; i++)
            {
                string name = objName;
                name += $"_{i}";
                Tilemap tilemap = BuildUnityTileset(name, tilemapPrefab);
                if (tilemap == null)
                {
                    return;
                }
                tilemaps[i] = tilemap;
            }

            LDtkBuilderTileset.BuildTileset(layer, tiles, tilesetAssets, tilemaps);
        }
示例#3
0
        private static void BuildTilesetLayer(LDtkDataLayer layer, LDtkDataTile[] tiles,
                                              LDtkTilesetAssetCollection tilesetAssets, Grid tilemapPrefab)
        {
            if (IsAssetNull(tilesetAssets))
            {
                return;
            }
            if (IsAssetNull(tilemapPrefab))
            {
                return;
            }



            var grouped        = tiles.Select(p => p.px.ToVector2Int()).ToLookup(x => x);
            int maxRepetitions = grouped.Max(x => x.Count());


            string gameObjectName = layer.__identifier;

            if (layer.IsIntGridLayer)
            {
                gameObjectName += "_AutoLayer";
            }

            //this is for the potential of having multiple rules apply to the same tile. make multiple Unity Tilemaps.
            Tilemap[] tilemaps = new Tilemap[maxRepetitions];
            for (int i = 0; i < maxRepetitions; i++)
            {
                DecrementLayer();

                string name = gameObjectName;
                name += $"_{i}";
                Tilemap tilemap = LDtkUnityTilesetBuilder.BuildUnityTileset(name, tilemapPrefab, _layerSortingOrder);
                if (tilemap == null)
                {
                    return;
                }

                tilemaps[i] = tilemap;
            }

            LDtkBuilderTileset.BuildTileset(layer, tiles, tilesetAssets, tilemaps);

            //set each layer's alpha
            foreach (Tilemap tilemap in tilemaps)
            {
                LDtkUnityTilesetBuilder.SetTilesetOpacity(tilemap, layer.__opacity);
            }
        }