protected virtual void CutLayout() { 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); } }
public static void Generate_Tiles(string path, List <Texture2D> sub_blocks, List <bool> sub_blocks_to_import, int mini_tile_w, int mini_tile_h, int wBlock, int hBlock, bool generate_sprite_sheet_image) { if (sub_blocks == null) { return; } //create the final directory for the auto tile if (!Directory.Exists(Tiles_Utility.Auto_Tile_Folder_Path)) { Directory.CreateDirectory(Tiles_Utility.Auto_Tile_Folder_Path); } //create the final directory for the generated Images if (!Directory.Exists(Tiles_Utility.final_image_folder_path)) { Directory.CreateDirectory(Tiles_Utility.final_image_folder_path); } //create the folder for that specific file image string fileName = Path.GetFileNameWithoutExtension(path); string loaded_file_image_path = string.Format(@"{0}/_{1}", Tiles_Utility.final_image_folder_path, fileName); //ex rtp_import\Outside_A2\single_block_folder\final_tile\Image if (!Directory.Exists(loaded_file_image_path)) { Directory.CreateDirectory(loaded_file_image_path); } List <string> images_path = new List <string>(); //list of the path of the impoted tiles Dictionary <byte, int> rule_tiles = new Dictionary <byte, int>(); //dictionary for the tile rules //foreach sub pieces in the image for (int sub_block_count = 0; sub_block_count < sub_blocks.Count; sub_block_count++) { if (!sub_blocks_to_import[sub_block_count]) { continue; //If the current sub is not selected to process than skip it } int tiles_counter = 0; // counter to enumerate the sprite Texture2D sub_piece = sub_blocks[sub_block_count]; //get the texture //temp array to store the sub mini tiles Texture2D[] bottom_left_mini_tiles, bottom_right_mini_tiles, top_left_mini_tiles, top_right_mini_tiles; //generate the mini tiles to the following computation Tiles_A2_Utility.Generate_Mini_Tile_A2(sub_piece, mini_tile_w, mini_tile_h, out bottom_left_mini_tiles, out bottom_right_mini_tiles, out top_left_mini_tiles, out top_right_mini_tiles); if (generate_sprite_sheet_image) { Texture2D sprite_tiles = new Texture2D(wBlock * 8, hBlock * 6); int sprite_tile_width = wBlock * 8; string sprite_sheet_path = string.Format(@"{0}/_{1}_{2}.png", loaded_file_image_path, Path.GetFileNameWithoutExtension(path), sub_block_count); //generate and iterate the final tile for the subs pieces foreach (KeyValuePair <byte, Texture2D> kvp in Tiles_A2_Utility.Generate_Final_Tiles_A2_Terrain(mini_tile_w, mini_tile_h, bottom_left_mini_tiles, bottom_right_mini_tiles, top_left_mini_tiles, top_right_mini_tiles, rule_tiles)) { int xx = tiles_counter % 8 * wBlock; int yy = tiles_counter / 8 * hBlock; sprite_tiles.SetPixels(xx, sprite_tiles.height - yy - hBlock, wBlock, hBlock, kvp.Value.GetPixels()); tiles_counter++; } images_path.Add(sprite_sheet_path); File.WriteAllBytes(sprite_sheet_path, sprite_tiles.EncodeToPNG()); AssetDatabase.Refresh(); TextureImporter importer = AssetImporter.GetAtPath(sprite_sheet_path) as TextureImporter; if (importer != null) { importer.textureType = TextureImporterType.Sprite; importer.spriteImportMode = SpriteImportMode.Multiple; importer.filterMode = FilterMode.Point; importer.spritePixelsPerUnit = hBlock; importer.compressionQuality = 0; importer.textureCompression = TextureImporterCompression.Uncompressed; importer.maxTextureSize = sprite_tile_width; SpriteMetaData[] tmps = new SpriteMetaData[8 * 6]; string tmpName = Path.GetFileNameWithoutExtension(sprite_sheet_path); for (int i = 0; i < 48; i++) { int xx = i % 8 * wBlock; int yy = (i / 8 + 1) * hBlock; SpriteMetaData smd = new SpriteMetaData(); smd = new SpriteMetaData(); smd.alignment = 0; smd.border = new Vector4(0, 0, 0, 0); smd.name = string.Format("{0}_{1:00}", tmpName, i); smd.pivot = new Vector2(.5f, .5f); smd.rect = new Rect(xx, sprite_tiles.height - yy, wBlock, hBlock); tmps[i] = smd; } importer.spritesheet = tmps; importer.SaveAndReimport(); } } else //single tile image { //create the directory for the final images string tile_folder_path = string.Format(@"{0}/_{1}_{2}", loaded_file_image_path, Path.GetFileNameWithoutExtension(path), sub_block_count); //add the path of the this that will contains alla the sub block final tiles images_path.Add(tile_folder_path); if (!Directory.Exists(tile_folder_path)) { Directory.CreateDirectory(tile_folder_path); } //generate and iterate the final tile for the subs pieces foreach (KeyValuePair <byte, Texture2D> kvp in Tiles_A2_Utility.Generate_Final_Tiles_A2_Terrain(mini_tile_w, mini_tile_h, bottom_left_mini_tiles, bottom_right_mini_tiles, top_left_mini_tiles, top_right_mini_tiles, rule_tiles)) { //save each final tile to its own image var tile_bytes = kvp.Value.EncodeToPNG(); string tile_file_path = string.Format(@"{0}/_{1}_{2}_{3:000}.png", tile_folder_path, Path.GetFileNameWithoutExtension(path), sub_block_count, tiles_counter); File.WriteAllBytes(tile_file_path, tile_bytes); tiles_counter++; } } } AssetDatabase.Refresh(); //refresh asset database //generate the A2_tile Auto tiles for (int i = 0; i < images_path.Count; i += 1) { string str = images_path[i]; if (generate_sprite_sheet_image) { Tiles_A4_Utility.Generate_A4_Tile_SS(path, str, rule_tiles); } else { Tiles_A4_Utility.Generate_A4_Tile(path, str, rule_tiles, wBlock); } } }
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(); }