90 lines
3.0 KiB
C#
90 lines
3.0 KiB
C#
using UnityEngine;
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using UnityEngine.UI;
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using System.Collections;
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using MoreMountains.Tools;
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using System;
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using System.Collections.Generic;
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using UnityEngine.Tilemaps;
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namespace MoreMountains.Tools
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{
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/// <summary>
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/// A class to put on a tilemap so it acts as a shadow/copy of another reference tilemap.
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/// Useful for wall shadows for example.
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/// Offsetting the tilemap and changing its sorting order etc is done via the regular components
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/// </summary>
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[ExecuteAlways]
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[AddComponentMenu("More Mountains/Tools/Tilemaps/MMTilemapShadow")]
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[RequireComponent(typeof(Tilemap))]
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public class MMTilemapShadow : MonoBehaviour
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{
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/// the tilemap to copy
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public Tilemap ReferenceTilemap;
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[MMInspectorButton("UpdateShadows")]
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public bool UpdateShadowButton;
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protected Tilemap _tilemap;
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/// <summary>
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/// This method will copy the reference tilemap into the one on this gameobject
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/// </summary>
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public virtual void UpdateShadows()
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{
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if (ReferenceTilemap == null)
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{
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return;
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}
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_tilemap = this.gameObject.GetComponent<Tilemap>();
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Copy(ReferenceTilemap, _tilemap);
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}
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/// <summary>
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/// Copies the source tilemap on the destination tilemap
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/// </summary>
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/// <param name="source"></param>
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/// <param name="destination"></param>
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public static void Copy(Tilemap source, Tilemap destination)
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{
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source.RefreshAllTiles();
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destination.RefreshAllTiles();
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List<Vector3Int> referenceTilemapPositions = new List<Vector3Int>();
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// we grab all filled positions from the ref tilemap
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foreach (Vector3Int pos in source.cellBounds.allPositionsWithin)
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{
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Vector3Int localPlace = new Vector3Int(pos.x, pos.y, pos.z);
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if (source.HasTile(localPlace))
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{
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referenceTilemapPositions.Add(localPlace);
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}
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}
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// we turn our list into an array
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Vector3Int[] positions = new Vector3Int[referenceTilemapPositions.Count];
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TileBase[] allTiles = new TileBase[referenceTilemapPositions.Count];
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int i = 0;
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foreach(Vector3Int tilePosition in referenceTilemapPositions)
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{
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positions[i] = tilePosition;
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allTiles[i] = source.GetTile(tilePosition);
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i++;
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}
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// we clear our tilemap and resize it
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destination.ClearAllTiles();
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destination.RefreshAllTiles();
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destination.size = source.size;
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destination.origin = source.origin;
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destination.ResizeBounds();
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// we feed it our positions
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destination.SetTiles(positions, allTiles);
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}
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}
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}
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