using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Tilemaps;
namespace UnityEditor.Tilemaps
{
///
/// Template used to create a RuleTile from Texture2D and Sprites.
///
[HelpURL(
"https://docs.unity3d.com/Packages/com.unity.2d.tilemap.extras@latest/index.html?subfolder=/manual/RuleTile.html")]
public class RuleTileTemplate : TileTemplate
{
internal static string kExtension = "asset";
///
/// Positional and Rule Data for detecting RuleTile Sprites.
///
[Serializable]
public struct RuleData
{
///
/// x, y positions on Texture2D.
///
public List spritePositions;
///
/// Tiling Rule for Rule at position.
///
public RuleTile.TilingRule tilingRule;
}
///
/// List of Positional Data for detecting Sprites and Tiling Rules.
///
public List rules;
///
/// Original Width of the Template
///
public int textureWidth;
///
/// Original Height of the Template
///
public int textureHeight;
///
/// The Default Sprite set when creating a new Rule.
///
public Sprite defaultSprite;
///
/// The Default GameObject set when creating a new Rule.
///
public GameObject defaultGameObject;
///
/// The Default Collider Type set when creating a new Rule.
///
public Tile.ColliderType defaultColliderType = Tile.ColliderType.Sprite;
///
/// Creates a List of TileBase Assets with a RuleTile from Texture2D
/// and Sprites with placement data onto a Tile Palette.
///
/// Texture2D to generate Tile Assets from.
/// Sprites to generate Tile Assets from.
/// RuleTile asset and placement data to generate.
public override void CreateTileAssets(
Texture2D texture2D
, IEnumerable sprites
, ref List tilesToAdd)
{
if (texture2D == null)
return;
var ruleTile = ScriptableObject.CreateInstance();
ruleTile.name = $"{texture2D.name} RuleTile";
this.ApplyTemplateToRuleTile(texture2D, ruleTile);
var tileChangeData = new TileChangeData(
Vector3Int.zero
, ruleTile
, Color.white
, Matrix4x4.identity
);
tilesToAdd.Add(tileChangeData);
}
}
}