PO/Library/PackageCache/com.unity.2d.tilemap@1.0.0/Editor/TileDragAndDrop.cs

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using System;
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using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using UnityEngine;
using UnityEngine.Tilemaps;
using Object = UnityEngine.Object;
namespace UnityEditor.Tilemaps
{
internal static class TileDragAndDrop
{
private enum UserTileCreationMode
{
Overwrite,
CreateUnique,
Reuse,
}
private static readonly string k_TileExtension = "asset";
private static List<Sprite> GetSpritesFromTexture(Texture2D texture)
{
string path = AssetDatabase.GetAssetPath(texture);
Object[] assets = AssetDatabase.LoadAllAssetsAtPath(path);
List<Sprite> sprites = new List<Sprite>();
foreach (Object asset in assets)
{
if (asset is Sprite)
{
sprites.Add(asset as Sprite);
}
}
return sprites;
}
private static bool AllSpritesAreSameSize(List<Sprite> sprites)
{
if (!sprites.Any())
{
return false;
}
// If sprites are different sizes (not grid sliced). So we abort.
for (int i = 1; i < sprites.Count - 1; i++)
{
if ((int)sprites[i].rect.width != (int)sprites[i + 1].rect.width ||
(int)sprites[i].rect.height != (int)sprites[i + 1].rect.height)
{
return false;
}
}
return true;
}
// Input:
// sheetTextures -> textures containing 2-N equal sized Sprites)
// singleSprites -> All the leftover Sprites that were in same texture but different sizes or just dragged in as Sprite
// tiles -> Just plain tiles
public static Dictionary<Vector2Int, Object> CreateHoverData(List<Texture2D> sheetTextures, List<Sprite> singleSprites, List<TileBase> tiles)
{
Dictionary<Vector2Int, Object> result = new Dictionary<Vector2Int, Object>();
Vector2Int currentPosition = new Vector2Int(0, 0);
int width = 0;
if (sheetTextures != null)
{
foreach (Texture2D sheetTexture in sheetTextures)
{
Dictionary<Vector2Int, Object> sheet = CreateHoverData(sheetTexture);
foreach (KeyValuePair<Vector2Int, Object> item in sheet)
{
result.Add(item.Key + currentPosition, item.Value);
}
Vector2Int min = GetMinMaxRect(sheet.Keys.ToList()).min;
currentPosition += new Vector2Int(0, min.y - 1);
}
}
if (currentPosition.x > 0)
currentPosition = new Vector2Int(0, currentPosition.y - 1);
if (singleSprites != null)
{
width = Mathf.RoundToInt(Mathf.Sqrt(singleSprites.Count));
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foreach (Sprite sprite in singleSprites)
{
result.Add(currentPosition, sprite);
currentPosition += new Vector2Int(1, 0);
if (currentPosition.x >= width)
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currentPosition = new Vector2Int(0, currentPosition.y - 1);
}
}
if (currentPosition.x > 0)
currentPosition = new Vector2Int(0, currentPosition.y - 1);
if (tiles != null)
{
width = Math.Max(Mathf.RoundToInt(Mathf.Sqrt(tiles.Count)), width);
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foreach (TileBase tile in tiles)
{
result.Add(currentPosition, tile);
currentPosition += new Vector2Int(1, 0);
if (currentPosition.x >= width)
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currentPosition = new Vector2Int(0, currentPosition.y - 1);
}
}
return result;
}
// Get all textures that are valid spritesheets. More than one Sprites and all equal size.
public static List<Texture2D> GetValidSpritesheets(Object[] objects)
{
List<Texture2D> result = new List<Texture2D>();
foreach (Object obj in objects)
{
if (obj is Texture2D)
{
Texture2D texture = obj as Texture2D;
List<Sprite> sprites = GetSpritesFromTexture(texture);
if (sprites.Count() > 1 && AllSpritesAreSameSize(sprites))
{
result.Add(texture);
}
}
}
return result;
}
// Get all single Sprite(s) and all Sprite(s) that are part of Texture2D that is not valid sheet (it sprites of varying sizes)
public static List<Sprite> GetValidSingleSprites(Object[] objects)
{
List<Sprite> result = new List<Sprite>();
foreach (Object obj in objects)
{
if (obj is Sprite)
{
result.Add(obj as Sprite);
}
else if (obj is Texture2D)
{
Texture2D texture = obj as Texture2D;
List<Sprite> sprites = GetSpritesFromTexture(texture);
if (sprites.Count == 1 || !AllSpritesAreSameSize(sprites))
{
result.AddRange(sprites);
}
}
}
return result;
}
public static List<TileBase> GetValidTiles(Object[] objects)
{
List<TileBase> result = new List<TileBase>();
foreach (Object obj in objects)
{
if (obj is TileBase)
{
result.Add(obj as TileBase);
}
}
return result;
}
private static Vector2Int GetMinimum(List<Sprite> sprites, Func<Sprite, float> minX, Func<Sprite, float> minY)
{
Vector2 minVector = new Vector2(Int32.MaxValue, Int32.MaxValue);
foreach (var sprite in sprites)
{
minVector.x = Mathf.Min(minVector.x, minX(sprite));
minVector.y = Mathf.Min(minVector.y, minY(sprite));
}
return Vector2Int.FloorToInt(minVector);
}
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public static Vector2Int EstimateGridPixelSize(List<Sprite> sprites)
{
if (sprites.Count == 0 || sprites.Any(sprite => sprite == null))
{
return Vector2Int.zero;
}
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if (sprites.Count == 1)
return Vector2Int.FloorToInt(sprites[0].rect.size);
return GetMinimum(sprites, s => s.rect.width, s => s.rect.height);
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}
public static Vector2Int EstimateGridOffsetSize(List<Sprite> sprites)
{
if (sprites.Count == 0 || sprites.Any(sprite => sprite == null))
return Vector2Int.zero;
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if (sprites.Count == 1)
return Vector2Int.FloorToInt(sprites[0].rect.position);
return GetMinimum(sprites, s => s.rect.xMin, s => s.rect.yMin);
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}
public static Vector2Int EstimateGridPaddingSize(List<Sprite> sprites, Vector2Int cellSize, Vector2Int offsetSize)
{
if (sprites.Count < 2 || sprites.Any(sprite => sprite == null))
return Vector2Int.zero;
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var paddingSize = GetMinimum(sprites
, (s =>
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{
var xMin = s.rect.xMin - cellSize.x - offsetSize.x;
return xMin >= 0 ? xMin : Int32.MaxValue;
})
, (s =>
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{
var yMin = s.rect.yMin - cellSize.y - offsetSize.y;
return yMin >= 0 ? yMin : Int32.MaxValue;
})
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);
// Assume there is no padding if the detected padding is greater than the cell size
if (paddingSize.x >= cellSize.x)
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paddingSize.x = 0;
if (paddingSize.y >= cellSize.y)
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paddingSize.y = 0;
return paddingSize;
}
// Turn texture pixel position into integer grid position based on cell size, offset size and padding
private static Vector2Int GetGridPosition(Sprite sprite, Vector2Int cellPixelSize, Vector2Int offsetSize, Vector2Int paddingSize)
{
return new Vector2Int(
Mathf.FloorToInt((sprite.rect.center.x - offsetSize.x) / (cellPixelSize.x + paddingSize.x)),
Mathf.FloorToInt(-(sprite.texture.height - sprite.rect.center.y - offsetSize.y) / (cellPixelSize.y + paddingSize.y)) + 1
);
}
// Organizes all the sprites in a single texture nicely on a 2D "table" based on their original texture position
// Only call this with spritesheet with all Sprites equal size
public static Dictionary<Vector2Int, Object> CreateHoverData(Texture2D sheet)
{
Dictionary<Vector2Int, Object> result = new Dictionary<Vector2Int, Object>();
List<Sprite> sprites = GetSpritesFromTexture(sheet);
Vector2Int cellPixelSize = EstimateGridPixelSize(sprites);
// Get Offset
Vector2Int offsetSize = EstimateGridOffsetSize(sprites);
// Get Padding
Vector2Int paddingSize = EstimateGridPaddingSize(sprites, cellPixelSize, offsetSize);
foreach (Sprite sprite in sprites)
{
Vector2Int position = GetGridPosition(sprite, cellPixelSize, offsetSize, paddingSize);
result[position] = sprite;
}
return result;
}
public static Dictionary<Vector2Int, TileBase> ConvertToTileSheet(Dictionary<Vector2Int, Object> sheet)
{
Dictionary<Vector2Int, TileBase> result = new Dictionary<Vector2Int, TileBase>();
string defaultPath = ProjectBrowser.s_LastInteractedProjectBrowser
? ProjectBrowser.s_LastInteractedProjectBrowser.GetActiveFolderPath()
: "Assets";
// Early out if all objects are already tiles
if (sheet.Values.ToList().FindAll(obj => obj is TileBase).Count == sheet.Values.Count)
{
foreach (KeyValuePair<Vector2Int, Object> item in sheet)
{
result.Add(item.Key, item.Value as TileBase);
}
return result;
}
UserTileCreationMode userTileCreationMode = UserTileCreationMode.Overwrite;
string path = "";
bool multipleTiles = sheet.Count > 1;
if (multipleTiles)
{
bool userInterventionRequired = false;
path = EditorUtility.SaveFolderPanel("Generate tiles into folder ", defaultPath, "");
path = FileUtil.GetProjectRelativePath(path);
// Check if this will overwrite any existing assets
foreach (var item in sheet.Values)
{
if (item is Sprite)
{
var tilePath = FileUtil.CombinePaths(path, String.Format("{0}.{1}", item.name, k_TileExtension));
if (File.Exists(tilePath))
{
userInterventionRequired = true;
break;
}
}
}
// There are existing tile assets in the folder with names matching the items to be created
if (userInterventionRequired)
{
var option = EditorUtility.DisplayDialogComplex("Overwrite?", String.Format("Assets exist at {0}. Do you wish to overwrite existing assets?", path), "Overwrite", "Create New Copy", "Reuse");
switch (option)
{
case 0: // Overwrite
{
userTileCreationMode = UserTileCreationMode.Overwrite;
}
break;
case 1: // Create New Copy
{
userTileCreationMode = UserTileCreationMode.CreateUnique;
}
break;
case 2: // Reuse
{
userTileCreationMode = UserTileCreationMode.Reuse;
}
break;
}
}
}
else
{
// Do not check if this will overwrite new tile as user has explicitly selected the file to save to
path = EditorUtility.SaveFilePanelInProject("Generate new tile", sheet.Values.First().name, k_TileExtension, "Generate new tile", defaultPath);
}
if (string.IsNullOrEmpty(path))
return result;
int i = 0;
EditorUtility.DisplayProgressBar("Generating Tile Assets (" + i + "/" + sheet.Count + ")", "Generating tiles", 0f);
try
{
MethodInfo createTileMethod = GridPaintActiveTargetsPreferences.GetCreateTileFromPaletteUsingPreferences();
if (createTileMethod == null)
return null;
foreach (KeyValuePair<Vector2Int, Object> item in sheet)
{
TileBase tile;
string tilePath = "";
if (item.Value is Sprite)
{
tile = createTileMethod.Invoke(null, new object[] { item.Value as Sprite }) as TileBase;
if (tile == null)
continue;
tilePath = multipleTiles
? FileUtil.CombinePaths(path, String.Format("{0}.{1}", tile.name, k_TileExtension))
: path;
// Case 1216101: Fix path slashes for Windows
tilePath = FileUtil.NiceWinPath(tilePath);
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switch (userTileCreationMode)
{
case UserTileCreationMode.CreateUnique:
{
if (File.Exists(tilePath))
tilePath = AssetDatabase.GenerateUniqueAssetPath(tilePath);
AssetDatabase.CreateAsset(tile, tilePath);
}
break;
case UserTileCreationMode.Overwrite:
{
AssetDatabase.CreateAsset(tile, tilePath);
}
break;
case UserTileCreationMode.Reuse:
{
if (File.Exists(tilePath))
tile = AssetDatabase.LoadAssetAtPath<TileBase>(tilePath);
else
AssetDatabase.CreateAsset(tile, tilePath);
}
break;
}
}
else
{
tile = item.Value as TileBase;
}
EditorUtility.DisplayProgressBar("Generating Tile Assets (" + i + "/" + sheet.Count + ")", "Generating " + tilePath, (float)i++ / sheet.Count);
result.Add(item.Key, tile);
}
}
finally
{
EditorUtility.ClearProgressBar();
}
AssetDatabase.Refresh();
return result;
}
internal static RectInt GetMinMaxRect(List<Vector2Int> positions)
{
if (positions == null || positions.Count == 0)
return new RectInt();
return GridEditorUtility.GetMarqueeRect(
new Vector2Int(positions.Min(p1 => p1.x), positions.Min(p1 => p1.y)),
new Vector2Int(positions.Max(p1 => p1.x), positions.Max(p1 => p1.y))
);
}
}
}