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