using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Tilemaps;
using Object = UnityEngine.Object;
namespace UnityEditor.Tilemaps
{
///
/// Utility Class for creating Palettes
///
public static class GridPaletteUtility
{
internal enum GridPaletteType
{
Rectangle,
HexagonalPointTop,
HexagonalFlatTop,
Isometric,
IsometricZAsY,
};
internal static readonly Vector3 defaultSortAxis = new Vector3(0f, 0f, 1f);
internal static GridLayout.CellLayout GetCellLayoutFromGridPaletteType(GridPaletteType paletteType)
{
switch (paletteType)
{
case GridPaletteType.HexagonalPointTop:
case GridPaletteType.HexagonalFlatTop:
{
return GridLayout.CellLayout.Hexagon;
}
case GridPaletteType.Isometric:
{
return GridLayout.CellLayout.Isometric;
}
case GridPaletteType.IsometricZAsY:
{
return GridLayout.CellLayout.IsometricZAsY;
}
}
return GridLayout.CellLayout.Rectangle;
}
internal static RectInt GetBounds(GameObject palette)
{
if (palette == null)
return new RectInt();
Vector2Int min = new Vector2Int(int.MaxValue, int.MaxValue);
Vector2Int max = new Vector2Int(int.MinValue, int.MinValue);
foreach (var tilemap in palette.GetComponentsInChildren())
{
Vector3Int p1 = tilemap.editorPreviewOrigin;
Vector3Int p2 = p1 + tilemap.editorPreviewSize;
Vector2Int tilemapMin = new Vector2Int(Mathf.Min(p1.x, p2.x), Mathf.Min(p1.y, p2.y));
Vector2Int tilemapMax = new Vector2Int(Mathf.Max(p1.x, p2.x), Mathf.Max(p1.y, p2.y));
min = new Vector2Int(Mathf.Min(min.x, tilemapMin.x), Mathf.Min(min.y, tilemapMin.y));
max = new Vector2Int(Mathf.Max(max.x, tilemapMax.x), Mathf.Max(max.y, tilemapMax.y));
}
return GridEditorUtility.GetMarqueeRect(min, max);
}
///
/// Creates a Palette Asset at the current selected folder path. This will show a popup allowing you to choose
/// a different folder path for saving the Palette Asset if required.
///
/// Name of the Palette Asset.
/// Grid Layout of the Palette Asset.
/// Cell Sizing of the Palette Asset.
/// Cell Size of the Palette Asset.
/// Cell Swizzle of the Palette.
/// The created Palette Asset if successful.
public static GameObject CreateNewPaletteAtCurrentFolder(string name, GridLayout.CellLayout layout, GridPalette.CellSizing cellSizing, Vector3 cellSize, GridLayout.CellSwizzle swizzle)
{
return CreateNewPaletteAtCurrentFolder(name, layout, cellSizing, cellSize, swizzle
, TransparencySortMode.Default, defaultSortAxis);
}
///
/// Creates a Palette Asset at the current selected folder path. This will show a popup allowing you to choose
/// a different folder path for saving the Palette Asset if required.
///
/// Name of the Palette Asset.
/// Grid Layout of the Palette Asset.
/// Cell Sizing of the Palette Asset.
/// Cell Size of the Palette Asset.
/// Cell Swizzle of the Palette.
/// Transparency Sort Mode for the Palette
/// Transparency Sort Axis for the Palette
/// The created Palette Asset if successful.
public static GameObject CreateNewPaletteAtCurrentFolder(string name
, GridLayout.CellLayout layout
, GridPalette.CellSizing cellSizing
, Vector3 cellSize
, GridLayout.CellSwizzle swizzle
, TransparencySortMode sortMode
, Vector3 sortAxis)
{
string defaultPath = ProjectBrowser.s_LastInteractedProjectBrowser ? ProjectBrowser.s_LastInteractedProjectBrowser.GetActiveFolderPath() : "Assets";
string folderPath = EditorUtility.SaveFolderPanel("Create palette into folder ", defaultPath, "");
folderPath = FileUtil.GetProjectRelativePath(folderPath);
if (!TilePaletteSaveUtility.ValidateSaveFolder(folderPath))
return null;
return CreateNewPalette(folderPath, name, layout, cellSizing, cellSize, swizzle, sortMode, sortAxis);
}
///
/// Creates a Palette Asset at the given folder path.
///
/// Folder Path of the Palette Asset.
/// Name of the Palette Asset.
/// Grid Layout of the Palette Asset.
/// Cell Sizing of the Palette Asset.
/// Cell Size of the Palette Asset.
/// Cell Swizzle of the Palette.
/// The created Palette Asset if successful.
public static GameObject CreateNewPalette(string folderPath
, string name
, GridLayout.CellLayout layout
, GridPalette.CellSizing cellSizing
, Vector3 cellSize
, GridLayout.CellSwizzle swizzle)
{
return CreateNewPalette(folderPath, name, layout, cellSizing, cellSize, swizzle,
TransparencySortMode.Default, defaultSortAxis);
}
///
/// Creates a Palette Asset at the given folder path.
///
/// Folder Path of the Palette Asset.
/// Name of the Palette Asset.
/// Grid Layout of the Palette Asset.
/// Cell Sizing of the Palette Asset.
/// Cell Size of the Palette Asset.
/// Cell Swizzle of the Palette.
/// Transparency Sort Mode for the Palette
/// Transparency Sort Axis for the Palette
/// The created Palette Asset if successful.
public static GameObject CreateNewPalette(string folderPath
, string name
, GridLayout.CellLayout layout
, GridPalette.CellSizing cellSizing
, Vector3 cellSize
, GridLayout.CellSwizzle swizzle
, TransparencySortMode sortMode
, Vector3 sortAxis)
{
var temporaryGO = CreateNewPaletteGameObject(name, layout, cellSize, swizzle);
var path = AssetDatabase.GenerateUniqueAssetPath(folderPath + "/" + name + ".prefab");
var prefab = PrefabUtility.SaveAsPrefabAssetAndConnect(temporaryGO, path, InteractionMode.AutomatedAction);
var gridPalette = CreateGridPalette(cellSizing, sortMode, sortAxis);
AssetDatabase.AddObjectToAsset(gridPalette, prefab);
PrefabUtility.ApplyPrefabInstance(temporaryGO, InteractionMode.AutomatedAction);
AssetDatabase.Refresh();
Object.DestroyImmediate(temporaryGO);
return AssetDatabase.LoadAssetAtPath(path);
}
internal static GameObject CreateNewPaletteGameObject(string name
, GridLayout.CellLayout layout
, Vector3 cellSize
, GridLayout.CellSwizzle swizzle)
{
var temporaryGO = new GameObject(name);
var grid = temporaryGO.AddComponent();
grid.cellSize = cellSize;
grid.cellLayout = layout;
grid.cellSwizzle = swizzle;
CreateNewLayer(temporaryGO, "Layer1", layout);
return temporaryGO;
}
internal static IEnumerable<(T1, T2, T3)> MultipleEnumerate(IEnumerable t1s, IEnumerable t2s, IEnumerable t3s)
{
using IEnumerator enum1 = t1s.GetEnumerator();
using IEnumerator enum2 = t2s.GetEnumerator();
using IEnumerator enum3 = t3s.GetEnumerator();
while (enum1.MoveNext() && enum2.MoveNext() && enum3.MoveNext())
yield return (enum1.Current, enum2.Current, enum3.Current);
}
///
/// Creates a Palette Asset to be used as a sub-asset.
///
/// Name of the Palette Asset.
/// Grid Layout of the Palette Asset.
/// Cell Sizing of the Palette Asset.
/// Cell Size of the Palette Asset.
/// Cell Swizzle of the Palette.
/// Transparency Sort Mode for the Palette
/// Transparency Sort Axis for the Palette
/// Texture Sources of Sprites
/// Sprites to add to the Palette, organised by containing Texture
/// Palette Settings asset created if successful
/// Tile assets created if successful
/// The created Palette Asset if successful.
internal static GameObject CreateNewPaletteAsSubAsset(string name
, GridLayout.CellLayout layout
, GridPalette.CellSizing cellSizing
, Vector3 cellSize
, GridLayout.CellSwizzle swizzle
, TransparencySortMode sortMode
, Vector3 sortAxis
, IEnumerable texture2Ds
, IEnumerable> textureSprites
, IEnumerable templates
, out GridPalette palette
, out List tiles)
{
palette = null;
tiles = null;
if (texture2Ds == null || textureSprites == null || templates == null)
return null;
var createTileMethod = GridPaintActiveTargetsPreferences.GetCreateTileFromPaletteUsingPreferences();
var paletteGO = new GameObject(name);
var grid = paletteGO.AddComponent();
grid.cellSize = cellSize;
grid.cellLayout = layout;
grid.cellSwizzle = swizzle;
var layer = CreateNewLayer(paletteGO, "Layer1", layout);
var tilemap = layer.GetComponent();
palette = CreateGridPalette(cellSizing, sortMode, sortAxis);
var tilesSet = new HashSet();
var paletteOffset = Vector3Int.zero;
var uniqueNames = new HashSet();
var itemCount = 0;
foreach (var (_, _, _) in MultipleEnumerate(texture2Ds, textureSprites, templates))
{
itemCount++;
}
var square = Mathf.CeilToInt(Mathf.Sqrt(itemCount));
var height = 0;
foreach (var (texture2D, textureSprite, tileTemplate) in MultipleEnumerate(texture2Ds, textureSprites, templates))
{
if (texture2D == null || textureSprite == null)
continue;
var tileChangeData = new List();
if (tileTemplate != null)
{
try
{
tileTemplate.CreateTileAssets(texture2D, textureSprite, ref tileChangeData);
}
catch (Exception e)
{
Debug.LogError($"Unable to create Tile Assets for {tileTemplate} using {texture2D} with error: {e.ToString()}", tileTemplate);
}
var x = Int32.MaxValue;
var y = Int32.MinValue;
foreach (var tileChange in tileChangeData)
{
var position = tileChange.position;
x = Math.Min(x, position.x);
y = Math.Max(y, position.y);
}
var localOffset = new Vector3Int(-x, -y, 0);
for (var i = 0; i < tileChangeData.Count; ++i)
{
var tileChange = tileChangeData[i];
tileChange.position += paletteOffset + localOffset;
tileChangeData[i] = tileChange;
tilesSet.Add(tileChange.tile);
}
}
else
{
if (createTileMethod == null)
continue;
var sprites = new List();
foreach (var sprite in textureSprite)
{
sprites.Add(sprite);
}
var ratio = TileDragAndDrop.GetRatioOfSameSizedSprites(sprites);
Dictionary hoverData = null;
var tileMap = new Dictionary();
// Use Texture position to place sprites if they are same sized
if (GridPalette.CellSizing.Automatic == cellSizing && ratio >= 0.66f)
{
hoverData = TileDragAndDrop.CreateHoverData(sprites, layout);
}
else
{
hoverData = new Dictionary();
var width = Mathf.RoundToInt(Mathf.Sqrt(sprites.Count));
var currentPosition = Vector2Int.zero;
foreach (Sprite sprite in sprites)
{
hoverData.Add(currentPosition, new TileDragAndDropHoverData(sprite, tilemap.tileAnchor, Vector3.one, true));
currentPosition += new Vector2Int(1, 0);
if (currentPosition.x >= width)
currentPosition = new Vector2Int(0, currentPosition.y - 1);
}
}
var y = Int32.MinValue;
foreach (var key in hoverData.Keys)
{
y = Math.Max(y, key.y);
}
foreach (var item in hoverData)
{
var i = 0;
if (item.Value.hoverObject is Sprite sprite)
{
if (!tileMap.TryGetValue(sprite, out TileBase tile))
{
tile = createTileMethod.Invoke(null, new object[] { sprite }) as TileBase;
tileMap.Add(sprite, tile);
}
if (tile == null)
continue;
var tileName = tile.name;
if (string.IsNullOrEmpty(tileName) || uniqueNames.Contains(tileName))
{
tileName = TileDragAndDrop.GenerateUniqueNameForNamelessSprite(sprite, uniqueNames, ref i);
tile.name = tileName;
}
uniqueNames.Add(tileName);
tileChangeData.Add(new TileChangeData()
{
position = new Vector3Int(item.Key.x, item.Key.y - y, 0) + paletteOffset,
tile = tile,
transform = Matrix4x4.TRS(item.Value.positionOffset - tilemap.tileAnchor, Quaternion.identity, Vector3.one),
color = Color.white
});
tilesSet.Add(tile);
}
}
}
if (tileChangeData.Count > 0)
tilemap.SetTiles(tileChangeData.ToArray(), true);
if (++height == square)
{
height = 0;
paletteOffset.y = 0;
paletteOffset.x = tilemap.size.x;
}
else
{
var y = 0;
foreach (var changeData in tileChangeData)
{
y = Math.Min(y, changeData.position.y);
}
paletteOffset.y = y - 1;
}
}
tilemap.CompressBounds();
tiles = new List(tilesSet);
return paletteGO;
}
private static GameObject CreateNewLayer(GameObject paletteGO, string name, GridLayout.CellLayout layout)
{
GameObject newLayerGO = new GameObject(name);
var tilemap = newLayerGO.AddComponent();
var renderer = newLayerGO.AddComponent();
newLayerGO.transform.parent = paletteGO.transform;
newLayerGO.layer = paletteGO.layer;
// Set defaults for certain layouts
switch (layout)
{
case GridLayout.CellLayout.Hexagon:
{
tilemap.tileAnchor = Vector3.zero;
break;
}
case GridLayout.CellLayout.Isometric:
{
renderer.sortOrder = TilemapRenderer.SortOrder.TopRight;
break;
}
case GridLayout.CellLayout.IsometricZAsY:
{
renderer.sortOrder = TilemapRenderer.SortOrder.TopRight;
renderer.mode = TilemapRenderer.Mode.Individual;
break;
}
}
return newLayerGO;
}
internal static GridPalette GetGridPaletteFromPaletteAsset(Object palette)
{
string assetPath = AssetDatabase.GetAssetPath(palette);
GridPalette paletteAsset = AssetDatabase.LoadAssetAtPath(assetPath);
return paletteAsset;
}
internal static GridPalette CreateGridPalette(GridPalette.CellSizing cellSizing)
{
return CreateGridPalette(cellSizing, TransparencySortMode.Default, defaultSortAxis);
}
internal static GridPalette CreateGridPalette(GridPalette.CellSizing cellSizing
, TransparencySortMode sortMode
, Vector3 sortAxis
)
{
var palette = ScriptableObject.CreateInstance();
palette.name = "Palette Settings";
palette.cellSizing = cellSizing;
palette.transparencySortMode = sortMode;
palette.transparencySortAxis = sortAxis;
return palette;
}
internal static Vector3 CalculateAutoCellSize(Grid grid, Vector3 defaultValue)
{
Tilemap[] tilemaps = grid.GetComponentsInChildren();
Sprite[] sprites = null;
var maxSize = Vector2.negativeInfinity;
var minSize = Vector2.positiveInfinity;
// Get minimum and maximum sizes for Sprites
foreach (var tilemap in tilemaps)
{
var spriteCount = tilemap.GetUsedSpritesCount();
if (sprites == null || sprites.Length < spriteCount)
sprites = new Sprite[spriteCount];
tilemap.GetUsedSpritesNonAlloc(sprites);
for (int i = 0; i < spriteCount; ++i)
{
Sprite sprite = sprites[i];
if (sprite != null)
{
var cellSize = new Vector3(sprite.rect.width, sprite.rect.height, 0f) / sprite.pixelsPerUnit;
if (tilemap.cellSwizzle == GridLayout.CellSwizzle.YXZ)
{
(cellSize.x, cellSize.y) = (cellSize.y, cellSize.x);
}
minSize.x = Mathf.Min(cellSize.x, minSize.x);
minSize.y = Mathf.Min(cellSize.y, minSize.y);
maxSize.x = Mathf.Max(cellSize.x, maxSize.x);
maxSize.y = Mathf.Max(cellSize.y, maxSize.y);
}
}
}
// Validate that Sprites are in multiples of sizes
foreach (var tilemap in tilemaps)
{
var spriteCount = tilemap.GetUsedSpritesCount();
if (sprites == null || sprites.Length < spriteCount)
sprites = new Sprite[spriteCount];
tilemap.GetUsedSpritesNonAlloc(sprites);
for (int i = 0; i < spriteCount; ++i)
{
Sprite sprite = sprites[i];
if (sprite != null)
{
var cellSize = new Vector3(sprite.rect.width, sprite.rect.height, 0f) / sprite.pixelsPerUnit;
if (tilemap.cellSwizzle == GridLayout.CellSwizzle.YXZ)
{
var swap = cellSize.x;
cellSize.x = cellSize.y;
cellSize.y = swap;
}
// Return maximum size if sprites are not multiples of the smallest size
if (cellSize.x % minSize.x > 0)
return maxSize.x * maxSize.y <= 0f ? defaultValue : new Vector3(maxSize.x, maxSize.y, 0f);
if (cellSize.y % minSize.y > 0)
return maxSize.x * maxSize.y <= 0f ? defaultValue : new Vector3(maxSize.x, maxSize.y, 0f);
}
}
}
return minSize.x * minSize.y <= 0f || minSize == Vector2.positiveInfinity ? defaultValue : new Vector3(minSize.x, minSize.y, 0f);
}
}
}