Initial Commit

This commit is contained in:
Simeon Radivoev 2022-02-12 12:53:50 +02:00
commit ee5c2f922d
Signed by: simeonradivoev
GPG key ID: 7611A451D2A5D37A
2255 changed files with 547750 additions and 0 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace UnityEditor
{
[CustomGridBrush(true, false, false, "Coordinate Brush")]
public class CoordinateBrush : UnityEditor.Tilemaps.GridBrush {
public int z = 0;
public override void Paint(GridLayout grid, GameObject brushTarget, Vector3Int position)
{
var zPosition = new Vector3Int(position.x, position.y, z);
base.Paint(grid, brushTarget, zPosition);
}
public override void Erase(GridLayout grid, GameObject brushTarget, Vector3Int position)
{
var zPosition = new Vector3Int(position.x, position.y, z);
base.Erase(grid, brushTarget, zPosition);
}
public override void FloodFill(GridLayout grid, GameObject brushTarget, Vector3Int position)
{
var zPosition = new Vector3Int(position.x, position.y, z);
base.FloodFill(grid, brushTarget, zPosition);
}
public override void BoxFill(GridLayout gridLayout, GameObject brushTarget, BoundsInt position)
{
var zPosition = new Vector3Int(position.x, position.y, z);
position.position = zPosition;
base.BoxFill(gridLayout, brushTarget, position);
}
[MenuItem("Assets/Create/Coordinate Brush")]
public static void CreateBrush()
{
string path = EditorUtility.SaveFilePanelInProject("Save Coordinate Brush", "New Coordinate Brush", "asset", "Save Coordinate Brush", "Assets");
if (path == "")
return;
AssetDatabase.CreateAsset(ScriptableObject.CreateInstance<CoordinateBrush>(), path);
}
}
[CustomEditor(typeof(CoordinateBrush))]
public class CoordinateBrushEditor : UnityEditor.Tilemaps.GridBrushEditor
{
private CoordinateBrush coordinateBrush { get { return target as CoordinateBrush; } }
public override void PaintPreview(GridLayout grid, GameObject brushTarget, Vector3Int position)
{
var zPosition = new Vector3Int(position.x, position.y, coordinateBrush.z);
base.PaintPreview(grid, brushTarget, zPosition);
}
public override void OnPaintSceneGUI(GridLayout grid, GameObject brushTarget, BoundsInt position, GridBrushBase.Tool tool, bool executing)
{
base.OnPaintSceneGUI(grid, brushTarget, position, tool, executing);
if (coordinateBrush.z != 0)
{
var zPosition = new Vector3Int(position.min.x, position.min.y, coordinateBrush.z);
BoundsInt newPosition = new BoundsInt(zPosition, position.size);
Vector3[] cellLocals = new Vector3[]
{
grid.CellToLocal(new Vector3Int(newPosition.min.x, newPosition.min.y, newPosition.min.z)),
grid.CellToLocal(new Vector3Int(newPosition.max.x, newPosition.min.y, newPosition.min.z)),
grid.CellToLocal(new Vector3Int(newPosition.max.x, newPosition.max.y, newPosition.min.z)),
grid.CellToLocal(new Vector3Int(newPosition.min.x, newPosition.max.y, newPosition.min.z))
};
Handles.color = Color.blue;
int i = 0;
for (int j = cellLocals.Length - 1; i < cellLocals.Length; j = i++)
{
Handles.DrawLine(cellLocals[j], cellLocals[i]);
}
}
var labelText = "Pos: " + new Vector3Int(position.x, position.y, coordinateBrush.z);
if (position.size.x > 1 || position.size.y > 1) {
labelText += " Size: " + new Vector2Int(position.size.x, position.size.y);
}
Handles.Label(grid.CellToWorld(new Vector3Int(position.x, position.y, coordinateBrush.z)), labelText);
}
}
}

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using System;
using System.Linq;
using UnityEngine;
using UnityEngine.Tilemaps;
using Object = UnityEngine.Object;
namespace UnityEditor
{
[CustomGridBrush(true, false, false, "GameObject Brush")]
public class GameObjectBrush : GridBrushBase
{
[SerializeField]
[HideInInspector]
private BrushCell[] m_Cells;
[SerializeField]
[HideInInspector]
private Vector3Int m_Size;
[SerializeField]
[HideInInspector]
private Vector3Int m_Pivot;
public Vector3Int size { get { return m_Size; } set { m_Size = value; SizeUpdated(); } }
public Vector3Int pivot { get { return m_Pivot; } set { m_Pivot = value; } }
public BrushCell[] cells { get { return m_Cells; } }
public int cellCount { get { return m_Cells != null ? m_Cells.Length : 0; } }
public GameObjectBrush()
{
Init(Vector3Int.one, Vector3Int.zero);
SizeUpdated();
}
public void Init(Vector3Int size)
{
Init(size, Vector3Int.zero);
SizeUpdated();
}
public void Init(Vector3Int size, Vector3Int pivot)
{
m_Size = size;
m_Pivot = pivot;
SizeUpdated();
}
public override void Paint(GridLayout gridLayout, GameObject brushTarget, Vector3Int position)
{
// Do not allow editing palettes
if (brushTarget.layer == 31)
return;
Vector3Int min = position - pivot;
BoundsInt bounds = new BoundsInt(min, m_Size);
BoxFill(gridLayout, brushTarget, bounds);
}
private void PaintCell(GridLayout grid, Vector3Int position, Transform parent, BrushCell cell)
{
if (cell.gameObject != null)
{
SetSceneCell(grid, parent, position, cell.gameObject, cell.offset, cell.scale, cell.orientation);
}
}
public override void Erase(GridLayout gridLayout, GameObject brushTarget, Vector3Int position)
{
// Do not allow editing palettes
if (brushTarget.layer == 31)
return;
Vector3Int min = position - pivot;
BoundsInt bounds = new BoundsInt(min, m_Size);
BoxErase(gridLayout, brushTarget, bounds);
}
private void EraseCell(GridLayout grid, Vector3Int position, Transform parent)
{
ClearSceneCell(grid, parent, position);
}
public override void BoxFill(GridLayout gridLayout, GameObject brushTarget, BoundsInt position)
{
// Do not allow editing palettes
if (brushTarget.layer == 31)
return;
if (brushTarget == null)
return;
foreach (Vector3Int location in position.allPositionsWithin)
{
Vector3Int local = location - position.min;
BrushCell cell = m_Cells[GetCellIndexWrapAround(local.x, local.y, local.z)];
PaintCell(gridLayout, location, brushTarget.transform, cell);
}
}
public override void BoxErase(GridLayout gridLayout, GameObject brushTarget, BoundsInt position)
{
// Do not allow editing palettes
if (brushTarget.layer == 31)
return;
if (brushTarget == null)
return;
foreach (Vector3Int location in position.allPositionsWithin)
{
EraseCell(gridLayout, location, brushTarget.transform);
}
}
public override void FloodFill(GridLayout gridLayout, GameObject brushTarget, Vector3Int position)
{
Debug.LogWarning("FloodFill not supported");
}
public override void Rotate(RotationDirection direction, Grid.CellLayout layout)
{
Vector3Int oldSize = m_Size;
BrushCell[] oldCells = m_Cells.Clone() as BrushCell[];
size = new Vector3Int(oldSize.y, oldSize.x, oldSize.z);
BoundsInt oldBounds = new BoundsInt(Vector3Int.zero, oldSize);
foreach (Vector3Int oldPos in oldBounds.allPositionsWithin)
{
int newX = direction == RotationDirection.Clockwise ? oldSize.y - oldPos.y - 1 : oldPos.y;
int newY = direction == RotationDirection.Clockwise ? oldPos.x : oldSize.x - oldPos.x - 1;
int toIndex = GetCellIndex(newX, newY, oldPos.z);
int fromIndex = GetCellIndex(oldPos.x, oldPos.y, oldPos.z, oldSize.x, oldSize.y, oldSize.z);
m_Cells[toIndex] = oldCells[fromIndex];
}
int newPivotX = direction == RotationDirection.Clockwise ? oldSize.y - pivot.y - 1 : pivot.y;
int newPivotY = direction == RotationDirection.Clockwise ? pivot.x : oldSize.x - pivot.x - 1;
pivot = new Vector3Int(newPivotX, newPivotY, pivot.z);
Matrix4x4 rotation = Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(0f, 0f, direction == RotationDirection.Clockwise ? 90f : -90f), Vector3.one);
Quaternion orientation = Quaternion.Euler(0f, 0f, direction == RotationDirection.Clockwise ? 90f : -90f);
foreach (BrushCell cell in m_Cells)
{
cell.offset = rotation * cell.offset;
cell.orientation = cell.orientation * orientation;
}
}
public override void Flip(FlipAxis flip, Grid.CellLayout layout)
{
if (flip == FlipAxis.X)
FlipX();
else
FlipY();
}
public override void Pick(GridLayout gridLayout, GameObject brushTarget, BoundsInt position, Vector3Int pickStart)
{
// Do not allow editing palettes
if (brushTarget.layer == 31)
return;
Reset();
UpdateSizeAndPivot(new Vector3Int(position.size.x, position.size.y, 1), new Vector3Int(pickStart.x, pickStart.y, 0));
foreach (Vector3Int pos in position.allPositionsWithin)
{
Vector3Int brushPosition = new Vector3Int(pos.x - position.x, pos.y - position.y, 0);
PickCell(pos, brushPosition, gridLayout, brushTarget.transform);
}
}
private void PickCell(Vector3Int position, Vector3Int brushPosition, GridLayout grid, Transform parent)
{
if (parent != null)
{
Vector3 cellCenter = grid.LocalToWorld(grid.CellToLocalInterpolated(position + new Vector3(.5f, .5f, .5f)));
GameObject go = GetObjectInCell(grid, parent, position);
if (go != null)
{
Object prefab = PrefabUtility.GetCorrespondingObjectFromSource(go);
if (prefab)
{
SetGameObject(brushPosition, (GameObject) prefab);
}
else
{
GameObject newInstance = Instantiate(go);
newInstance.hideFlags = HideFlags.HideAndDontSave;
SetGameObject(brushPosition, newInstance);
}
SetOffset(brushPosition, go.transform.position - cellCenter);
SetScale(brushPosition, go.transform.localScale);
SetOrientation(brushPosition, go.transform.localRotation);
}
}
}
public override void MoveStart(GridLayout gridLayout, GameObject brushTarget, BoundsInt position)
{
// Do not allow editing palettes
if (brushTarget.layer == 31)
return;
Reset();
UpdateSizeAndPivot(new Vector3Int(position.size.x, position.size.y, 1), Vector3Int.zero);
if (brushTarget != null)
{
foreach (Vector3Int pos in position.allPositionsWithin)
{
Vector3Int brushPosition = new Vector3Int(pos.x - position.x, pos.y - position.y, 0);
PickCell(pos, brushPosition, gridLayout, brushTarget.transform);
ClearSceneCell(gridLayout, brushTarget.transform, brushPosition);
}
}
}
public override void MoveEnd(GridLayout gridLayout, GameObject brushTarget, BoundsInt position)
{
// Do not allow editing palettes
if (brushTarget.layer == 31)
return;
Paint(gridLayout, brushTarget, position.min);
Reset();
}
public void Reset()
{
foreach (var cell in m_Cells)
{
if (cell.gameObject != null && !EditorUtility.IsPersistent(cell.gameObject))
{
DestroyImmediate(cell.gameObject);
}
}
UpdateSizeAndPivot(Vector3Int.one, Vector3Int.zero);
}
private void FlipX()
{
BrushCell[] oldCells = m_Cells.Clone() as BrushCell[];
BoundsInt oldBounds = new BoundsInt(Vector3Int.zero, m_Size);
foreach (Vector3Int oldPos in oldBounds.allPositionsWithin)
{
int newX = m_Size.x - oldPos.x - 1;
int toIndex = GetCellIndex(newX, oldPos.y, oldPos.z);
int fromIndex = GetCellIndex(oldPos);
m_Cells[toIndex] = oldCells[fromIndex];
}
int newPivotX = m_Size.x - pivot.x - 1;
pivot = new Vector3Int(newPivotX, pivot.y, pivot.z);
Matrix4x4 flip = Matrix4x4.TRS(Vector3.zero, Quaternion.identity, new Vector3(-1f, 1f, 1f));
Quaternion orientation = Quaternion.Euler(0f, 0f, -180f);
foreach (BrushCell cell in m_Cells)
{
Vector3 oldOffset = cell.offset;
cell.offset = flip * oldOffset;
cell.orientation = cell.orientation*orientation;
}
}
private void FlipY()
{
BrushCell[] oldCells = m_Cells.Clone() as BrushCell[];
BoundsInt oldBounds = new BoundsInt(Vector3Int.zero, m_Size);
foreach (Vector3Int oldPos in oldBounds.allPositionsWithin)
{
int newY = m_Size.y - oldPos.y - 1;
int toIndex = GetCellIndex(oldPos.x, newY, oldPos.z);
int fromIndex = GetCellIndex(oldPos);
m_Cells[toIndex] = oldCells[fromIndex];
}
int newPivotY = m_Size.y - pivot.y - 1;
pivot = new Vector3Int(pivot.x, newPivotY, pivot.z);
Matrix4x4 flip = Matrix4x4.TRS(Vector3.zero, Quaternion.identity, new Vector3(1f, -1f, 1f));
Quaternion orientation = Quaternion.Euler(0f, 0f, -180f);
foreach (BrushCell cell in m_Cells)
{
Vector3 oldOffset = cell.offset;
cell.offset = flip * oldOffset;
cell.orientation = cell.orientation * orientation;
}
}
public void UpdateSizeAndPivot(Vector3Int size, Vector3Int pivot)
{
m_Size = size;
m_Pivot = pivot;
SizeUpdated();
}
public void SetGameObject(Vector3Int position, GameObject go)
{
if (ValidateCellPosition(position))
m_Cells[GetCellIndex(position)].gameObject = go;
}
public void SetOffset(Vector3Int position, Vector3 offset)
{
if (ValidateCellPosition(position))
m_Cells[GetCellIndex(position)].offset = offset;
}
public void SetOrientation(Vector3Int position, Quaternion orientation)
{
if (ValidateCellPosition(position))
m_Cells[GetCellIndex(position)].orientation = orientation;
}
public void SetScale(Vector3Int position, Vector3 scale)
{
if (ValidateCellPosition(position))
m_Cells[GetCellIndex(position)].scale = scale;
}
public int GetCellIndex(Vector3Int brushPosition)
{
return GetCellIndex(brushPosition.x, brushPosition.y, brushPosition.z);
}
public int GetCellIndex(int x, int y, int z)
{
return x + m_Size.x * y + m_Size.x * m_Size.y * z;
}
public int GetCellIndex(int x, int y, int z, int sizex, int sizey, int sizez)
{
return x + sizex * y + sizex * sizey * z;
}
public int GetCellIndexWrapAround(int x, int y, int z)
{
return (x % m_Size.x) + m_Size.x * (y % m_Size.y) + m_Size.x * m_Size.y * (z % m_Size.z);
}
private static GameObject GetObjectInCell(GridLayout grid, Transform parent, Vector3Int position)
{
int childCount = parent.childCount;
Vector3 min = grid.LocalToWorld(grid.CellToLocalInterpolated(position));
Vector3 max = grid.LocalToWorld(grid.CellToLocalInterpolated(position + Vector3Int.one));
// Infinite bounds on Z for 2D convenience
min = new Vector3(min.x, min.y, float.MinValue);
max = new Vector3(max.x, max.y, float.MaxValue);
Bounds bounds = new Bounds((max + min) * .5f, max - min);
for (int i = 0; i < childCount; i++)
{
Transform child = parent.GetChild(i);
if (bounds.Contains(child.position))
return child.gameObject;
}
return null;
}
private bool ValidateCellPosition(Vector3Int position)
{
var valid =
position.x >= 0 && position.x < size.x &&
position.y >= 0 && position.y < size.y &&
position.z >= 0 && position.z < size.z;
if (!valid)
throw new ArgumentException(string.Format("Position {0} is an invalid cell position. Valid range is between [{1}, {2}).", position, Vector3Int.zero, size));
return valid;
}
private void SizeUpdated()
{
m_Cells = new BrushCell[m_Size.x * m_Size.y * m_Size.z];
BoundsInt bounds = new BoundsInt(Vector3Int.zero, m_Size);
foreach (Vector3Int pos in bounds.allPositionsWithin)
{
m_Cells[GetCellIndex(pos)] = new BrushCell();
}
}
private static void SetSceneCell(GridLayout grid, Transform parent, Vector3Int position, GameObject go, Vector3 offset, Vector3 scale, Quaternion orientation)
{
if (parent == null || go == null)
return;
GameObject instance = null;
if (PrefabUtility.GetPrefabType(go) == PrefabType.Prefab)
{
instance = (GameObject) PrefabUtility.InstantiatePrefab(go);
}
else
{
instance = Instantiate(go);
instance.hideFlags = HideFlags.None;
instance.name = go.name;
}
Undo.RegisterCreatedObjectUndo(instance, "Paint GameObject");
instance.transform.SetParent(parent);
instance.transform.position = grid.LocalToWorld(grid.CellToLocalInterpolated(new Vector3Int(position.x, position.y, position.z) + new Vector3(.5f, .5f, .5f)));
instance.transform.localRotation = orientation;
instance.transform.localScale = scale;
instance.transform.Translate(offset);
}
private static void ClearSceneCell(GridLayout grid, Transform parent, Vector3Int position)
{
if (parent == null)
return;
GameObject erased = GetObjectInCell(grid, parent, new Vector3Int(position.x, position.y, position.z));
if (erased != null)
Undo.DestroyObjectImmediate(erased);
}
public override int GetHashCode()
{
int hash = 0;
unchecked
{
foreach (var cell in cells)
{
hash = hash * 33 + cell.GetHashCode();
}
}
return hash;
}
[Serializable]
public class BrushCell
{
public GameObject gameObject { get { return m_GameObject; } set { m_GameObject = value; } }
public Vector3 offset { get { return m_Offset; } set { m_Offset = value; } }
public Vector3 scale { get { return m_Scale; } set { m_Scale = value; } }
public Quaternion orientation { get { return m_Orientation; } set { m_Orientation = value; } }
[SerializeField]
private GameObject m_GameObject;
[SerializeField]
Vector3 m_Offset = Vector3.zero;
[SerializeField]
Vector3 m_Scale = Vector3.one;
[SerializeField]
Quaternion m_Orientation = Quaternion.identity;
public override int GetHashCode()
{
int hash = 0;
unchecked
{
hash = gameObject != null ? gameObject.GetInstanceID() : 0;
hash = hash * 33 + m_Offset.GetHashCode();
hash = hash * 33 + m_Scale.GetHashCode();
hash = hash * 33 + m_Orientation.GetHashCode();
}
return hash;
}
}
}
[CustomEditor(typeof(GameObjectBrush))]
public class GameObjectBrushEditor : UnityEditor.Tilemaps.GridBrushEditorBase
{
public GameObjectBrush brush { get { return target as GameObjectBrush; } }
public override void OnPaintSceneGUI(GridLayout gridLayout, GameObject brushTarget, BoundsInt position, GridBrushBase.Tool tool, bool executing)
{
BoundsInt gizmoRect = position;
if (tool == GridBrushBase.Tool.Paint || tool == GridBrushBase.Tool.Erase)
gizmoRect = new BoundsInt(position.min - brush.pivot, brush.size);
base.OnPaintSceneGUI(gridLayout, brushTarget, gizmoRect, tool, executing);
}
public override void OnPaintInspectorGUI()
{
GUILayout.Label("Pick, paint and erase GameObject(s) in the scene.");
GUILayout.Label("Limited to children of the currently selected GameObject.");
}
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Tilemaps;
using System.Linq;
namespace UnityEditor
{
[CustomGridBrush(true, false, false, "Line Brush")]
public class LineBrush : UnityEditor.Tilemaps.GridBrush
{
public bool lineStartActive = false;
public bool fillGaps = false;
public Vector3Int lineStart = Vector3Int.zero;
public override void Paint(GridLayout grid, GameObject brushTarget, Vector3Int position)
{
if (lineStartActive)
{
Vector2Int startPos = new Vector2Int(lineStart.x, lineStart.y);
Vector2Int endPos = new Vector2Int(position.x, position.y);
if (startPos == endPos)
base.Paint(grid, brushTarget, position);
else
{
foreach (var point in GetPointsOnLine(startPos, endPos, fillGaps))
{
Vector3Int paintPos = new Vector3Int(point.x, point.y, position.z);
base.Paint(grid, brushTarget, paintPos);
}
}
lineStartActive = false;
}
else
{
lineStart = position;
lineStartActive = true;
}
}
[MenuItem("Assets/Create/Line Brush")]
public static void CreateBrush()
{
string path = EditorUtility.SaveFilePanelInProject("Save Line Brush", "New Line Brush", "asset", "Save Line Brush", "Assets");
if (path == "")
return;
AssetDatabase.CreateAsset(ScriptableObject.CreateInstance<LineBrush>(), path);
}
/// <summary>
/// Added option to fill gaps for continuous lines.
/// </summary>
public static IEnumerable<Vector2Int> GetPointsOnLine(Vector2Int startPos, Vector2Int endPos, bool fillGaps)
{
var points = GetPointsOnLine(startPos, endPos);
if (fillGaps)
{
var rise = endPos.y - startPos.y;
var run = endPos.x - startPos.x;
if (rise != 0 || run != 0)
{
var extraStart = startPos;
var extraEnd = endPos;
if (Mathf.Abs(rise) >= Mathf.Abs(run))
{
// up
if (rise > 0)
{
extraStart.y += 1;
extraEnd.y += 1;
}
// down
else // rise < 0
{
extraStart.y -= 1;
extraEnd.y -= 1;
}
}
else // Mathf.Abs(rise) < Mathf.Abs(run)
{
// right
if (run > 0)
{
extraStart.x += 1;
extraEnd.x += 1;
}
// left
else // run < 0
{
extraStart.x -= 1;
extraEnd.x -= 1;
}
}
var extraPoints = GetPointsOnLine(extraStart, extraEnd);
extraPoints = extraPoints.Except(new[] { extraEnd });
points = points.Union(extraPoints);
}
}
return points;
}
// http://ericw.ca/notes/bresenhams-line-algorithm-in-csharp.html
public static IEnumerable<Vector2Int> GetPointsOnLine(Vector2Int p1, Vector2Int p2)
{
int x0 = p1.x;
int y0 = p1.y;
int x1 = p2.x;
int y1 = p2.y;
bool steep = Math.Abs(y1 - y0) > Math.Abs(x1 - x0);
if (steep)
{
int t;
t = x0; // swap x0 and y0
x0 = y0;
y0 = t;
t = x1; // swap x1 and y1
x1 = y1;
y1 = t;
}
if (x0 > x1)
{
int t;
t = x0; // swap x0 and x1
x0 = x1;
x1 = t;
t = y0; // swap y0 and y1
y0 = y1;
y1 = t;
}
int dx = x1 - x0;
int dy = Math.Abs(y1 - y0);
int error = dx / 2;
int ystep = (y0 < y1) ? 1 : -1;
int y = y0;
for (int x = x0; x <= x1; x++)
{
yield return new Vector2Int((steep ? y : x), (steep ? x : y));
error = error - dy;
if (error < 0)
{
y += ystep;
error += dx;
}
}
yield break;
}
}
[CustomEditor(typeof(LineBrush))]
public class LineBrushEditor : UnityEditor.Tilemaps.GridBrushEditor
{
private LineBrush lineBrush { get { return target as LineBrush; } }
public override void OnPaintSceneGUI(GridLayout grid, GameObject brushTarget, BoundsInt position, GridBrushBase.Tool tool, bool executing)
{
base.OnPaintSceneGUI(grid, brushTarget, position, tool, executing);
if (lineBrush.lineStartActive)
{
Tilemap tilemap = brushTarget.GetComponent<Tilemap>();
if (tilemap != null)
tilemap.ClearAllEditorPreviewTiles();
// Draw preview tiles for tilemap
Vector2Int startPos = new Vector2Int(lineBrush.lineStart.x, lineBrush.lineStart.y);
Vector2Int endPos = new Vector2Int(position.x, position.y);
if (startPos == endPos)
PaintPreview(grid, brushTarget, position.min);
else
{
foreach (var point in LineBrush.GetPointsOnLine(startPos, endPos, lineBrush.fillGaps))
{
Vector3Int paintPos = new Vector3Int(point.x, point.y, position.z);
PaintPreview(grid, brushTarget, paintPos);
}
}
if (Event.current.type == EventType.Repaint)
{
var min = lineBrush.lineStart;
var max = lineBrush.lineStart + position.size;
// Draws a box on the picked starting position
GL.PushMatrix();
GL.MultMatrix(GUI.matrix);
GL.Begin(GL.LINES);
Handles.color = Color.blue;
Handles.DrawLine(new Vector3(min.x, min.y, min.z), new Vector3(max.x, min.y, min.z));
Handles.DrawLine(new Vector3(max.x, min.y, min.z), new Vector3(max.x, max.y, min.z));
Handles.DrawLine(new Vector3(max.x, max.y, min.z), new Vector3(min.x, max.y, min.z));
Handles.DrawLine(new Vector3(min.x, max.y, min.z), new Vector3(min.x, min.y, min.z));
GL.End();
GL.PopMatrix();
}
}
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
namespace UnityEditor
{
[CreateAssetMenu]
[CustomGridBrush(false, true, false, "Prefab Brush")]
public class PrefabBrush : GridBrushBase
{
private const float k_PerlinOffset = 100000f;
public GameObject[] m_Prefabs;
public float m_PerlinScale = 0.5f;
public int m_Z;
public override void Paint(GridLayout grid, GameObject brushTarget, Vector3Int position)
{
// Do not allow editing palettes
if (brushTarget.layer == 31)
return;
int index = Mathf.Clamp(Mathf.FloorToInt(GetPerlinValue(position, m_PerlinScale, k_PerlinOffset)*m_Prefabs.Length), 0, m_Prefabs.Length - 1);
GameObject prefab = m_Prefabs[index];
GameObject instance = (GameObject) PrefabUtility.InstantiatePrefab(prefab);
if (instance != null)
{
Undo.MoveGameObjectToScene(instance, brushTarget.scene, "Paint Prefabs");
Undo.RegisterCreatedObjectUndo((Object)instance, "Paint Prefabs");
instance.transform.SetParent(brushTarget.transform);
instance.transform.position = grid.LocalToWorld(grid.CellToLocalInterpolated(new Vector3Int(position.x, position.y, m_Z) + new Vector3(.5f, .5f, .5f)));
}
}
public override void Erase(GridLayout grid, GameObject brushTarget, Vector3Int position)
{
// Do not allow editing palettes
if (brushTarget.layer == 31)
return;
Transform erased = GetObjectInCell(grid, brushTarget.transform, new Vector3Int(position.x, position.y, m_Z));
if (erased != null)
Undo.DestroyObjectImmediate(erased.gameObject);
}
private static Transform GetObjectInCell(GridLayout grid, Transform parent, Vector3Int position)
{
int childCount = parent.childCount;
Vector3 min = grid.LocalToWorld(grid.CellToLocalInterpolated(position));
Vector3 max = grid.LocalToWorld(grid.CellToLocalInterpolated(position + Vector3Int.one));
Bounds bounds = new Bounds((max + min)*.5f, max - min);
for (int i = 0; i < childCount; i++)
{
Transform child = parent.GetChild(i);
if (bounds.Contains(child.position))
return child;
}
return null;
}
private static float GetPerlinValue(Vector3Int position, float scale, float offset)
{
return Mathf.PerlinNoise((position.x + offset)*scale, (position.y + offset)*scale);
}
}
[CustomEditor(typeof(PrefabBrush))]
public class PrefabBrushEditor : UnityEditor.Tilemaps.GridBrushEditorBase
{
private PrefabBrush prefabBrush { get { return target as PrefabBrush; } }
private SerializedProperty m_Prefabs;
private SerializedObject m_SerializedObject;
protected void OnEnable()
{
m_SerializedObject = new SerializedObject(target);
m_Prefabs = m_SerializedObject.FindProperty("m_Prefabs");
}
public override void OnPaintInspectorGUI()
{
m_SerializedObject.UpdateIfRequiredOrScript();
prefabBrush.m_PerlinScale = EditorGUILayout.Slider("Perlin Scale", prefabBrush.m_PerlinScale, 0.001f, 0.999f);
prefabBrush.m_Z = EditorGUILayout.IntField("Position Z", prefabBrush.m_Z);
EditorGUILayout.PropertyField(m_Prefabs, true);
m_SerializedObject.ApplyModifiedPropertiesWithoutUndo();
}
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Tilemaps;
namespace UnityEditor
{
[CustomGridBrush(false, true, false, "Random Brush")]
public class RandomBrush : UnityEditor.Tilemaps.GridBrush
{
public TileBase[] randomTiles;
public override void Paint(GridLayout grid, GameObject brushTarget, Vector3Int position)
{
if (randomTiles != null && randomTiles.Length > 0)
{
if (brushTarget == null)
return;
var tilemap = brushTarget.GetComponent<Tilemap>();
if (tilemap == null)
return;
Vector3Int min = position - pivot;
BoundsInt bounds = new BoundsInt(min, size);
foreach (Vector3Int location in bounds.allPositionsWithin)
{
var randomTile = randomTiles[(int) (randomTiles.Length * UnityEngine.Random.value)];
tilemap.SetTile(location, randomTile);
}
}
else
{
base.Paint(grid, brushTarget, position);
}
}
[MenuItem("Assets/Create/Random Brush")]
public static void CreateBrush()
{
string path = EditorUtility.SaveFilePanelInProject("Save Random Brush", "New Random Brush", "asset", "Save Random Brush", "Assets");
if (path == "")
return;
AssetDatabase.CreateAsset(ScriptableObject.CreateInstance<RandomBrush>(), path);
}
}
[CustomEditor(typeof(RandomBrush))]
public class RandomBrushEditor : UnityEditor.Tilemaps.GridBrushEditor
{
private RandomBrush randomBrush { get { return target as RandomBrush; } }
private GameObject lastBrushTarget;
public override void PaintPreview(GridLayout grid, GameObject brushTarget, Vector3Int position)
{
if (randomBrush.randomTiles != null && randomBrush.randomTiles.Length > 0)
{
base.PaintPreview(grid, null, position);
if (brushTarget == null)
return;
var tilemap = brushTarget.GetComponent<Tilemap>();
if (tilemap == null)
return;
Vector3Int min = position - randomBrush.pivot;
BoundsInt bounds = new BoundsInt(min, randomBrush.size);
foreach (Vector3Int location in bounds.allPositionsWithin)
{
var randomTile = randomBrush.randomTiles[(int) (randomBrush.randomTiles.Length * UnityEngine.Random.value)];
tilemap.SetEditorPreviewTile(location, randomTile);
}
lastBrushTarget = brushTarget;
}
else
{
base.PaintPreview(grid, brushTarget, position);
}
}
public override void ClearPreview()
{
if (lastBrushTarget != null)
{
var tilemap = lastBrushTarget.GetComponent<Tilemap>();
if (tilemap == null)
return;
tilemap.ClearAllEditorPreviewTiles();
lastBrushTarget = null;
}
else
{
base.ClearPreview();
}
}
public override void OnPaintInspectorGUI()
{
EditorGUI.BeginChangeCheck();
int count = EditorGUILayout.IntField("Number of Tiles", randomBrush.randomTiles != null ? randomBrush.randomTiles.Length : 0);
if (count < 0)
count = 0;
if (randomBrush.randomTiles == null || randomBrush.randomTiles.Length != count)
{
Array.Resize<TileBase>(ref randomBrush.randomTiles, count);
}
if (count == 0)
return;
EditorGUILayout.LabelField("Place random tiles.");
EditorGUILayout.Space();
for (int i = 0; i < count; i++)
{
randomBrush.randomTiles[i] = (TileBase) EditorGUILayout.ObjectField("Tile " + (i+1), randomBrush.randomTiles[i], typeof(TileBase), false, null);
}
if (EditorGUI.EndChangeCheck())
EditorUtility.SetDirty(randomBrush);
}
}
}

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using System.Linq;
using UnityEngine;
using UnityEngine.Tilemaps;
namespace UnityEditor
{
[CustomGridBrush(false, false, false, "Tint Brush (Smooth)")]
public class TintBrushSmooth : GridBrushBase
{
private TintTextureGenerator generator
{
get
{
TintTextureGenerator generator = FindObjectOfType<TintTextureGenerator>();
if (generator == null)
{
// Note: Code assumes only one grid in scene
Grid grid = FindObjectOfType<Grid>();
if (grid != null)
{
generator = grid.gameObject.AddComponent<TintTextureGenerator>();
}
}
return generator;
}
}
public Color m_Color = Color.white;
public override void Paint(GridLayout grid, GameObject brushTarget, Vector3Int position)
{
// Do not allow editing palettes
if (brushTarget.layer == 31)
return;
TintTextureGenerator generator = GetGenerator(grid);
if (generator != null)
{
generator.SetColor(grid as Grid, position, m_Color);
}
}
public override void Erase(GridLayout grid, GameObject brushTarget, Vector3Int position)
{
// Do not allow editing palettes
if (brushTarget.layer == 31)
return;
TintTextureGenerator generator = GetGenerator(grid);
if (generator != null)
{
generator.SetColor(grid as Grid, position, Color.white);
}
}
public override void Pick(GridLayout grid, GameObject brushTarget, BoundsInt position, Vector3Int pivot)
{
// Do not allow editing palettes
if (brushTarget.layer == 31)
return;
TintTextureGenerator generator = GetGenerator(grid);
if (generator != null)
{
m_Color = generator.GetColor(grid as Grid, position.min);
}
}
private TintTextureGenerator GetGenerator(GridLayout grid)
{
TintTextureGenerator generator = FindObjectOfType<TintTextureGenerator>();
if (generator == null)
{
if (grid != null)
{
generator = grid.gameObject.AddComponent<TintTextureGenerator>();
}
}
return generator;
}
}
[CustomEditor(typeof(TintBrushSmooth))]
public class TintBrushSmoothEditor : UnityEditor.Tilemaps.GridBrushEditorBase
{
public override GameObject[] validTargets
{
get
{
return GameObject.FindObjectsOfType<Tilemap>().Select(x => x.gameObject).ToArray();
}
}
public override void OnPaintInspectorGUI()
{
base.OnPaintInspectorGUI();
GUILayout.Label("Note: Tilemap needs to use TintedTilemap.shader!");
}
}
}

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using UnityEngine;
using UnityEngine.Tilemaps;
[ExecuteInEditMode]
public class TintTextureGenerator : MonoBehaviour
{
public int k_TintMapSize = 256;
private Texture2D m_TintTexture;
private Texture2D tintTexture
{
get
{
if (m_TintTexture == null)
{
m_TintTexture = new Texture2D(k_TintMapSize, k_TintMapSize, TextureFormat.ARGB32, false);
m_TintTexture.hideFlags = HideFlags.HideAndDontSave;
m_TintTexture.wrapMode = TextureWrapMode.Clamp;
m_TintTexture.filterMode = FilterMode.Bilinear;
RefreshGlobalShaderValues();
}
return m_TintTexture;
}
}
public void Start()
{
Refresh(GetComponent<Grid>());
}
public void Refresh(Grid grid)
{
if (grid == null)
{
return;
}
var w = tintTexture.width;
var h = tintTexture.height;
for (var y = 0; y < h; y++)
for (var x = 0; x < w; x++)
{
var world = TextureToWorld(new Vector3Int(x, y, 0));
tintTexture.SetPixel(x, y, GetGridInformation(grid).GetPositionProperty(world, "Tint", Color.white));
}
tintTexture.Apply();
}
public void Refresh(Grid grid, Vector3Int position)
{
if (grid == null)
{
return;
}
RefreshGlobalShaderValues();
var texPosition = WorldToTexture(position);
tintTexture.SetPixel(texPosition.x, texPosition.y, GetGridInformation(grid).GetPositionProperty(position, "Tint", Color.white));
tintTexture.Apply();
}
public Color GetColor(Grid grid, Vector3Int position)
{
if (grid == null)
{
return Color.white;
}
return GetGridInformation(grid).GetPositionProperty(position, "Tint", Color.white);
}
public void SetColor(Grid grid, Vector3Int position, Color color)
{
if (grid == null)
{
return;
}
GetGridInformation(grid).SetPositionProperty(position, "Tint", color);
Refresh(grid, position);
}
private Vector3Int WorldToTexture(Vector3Int world)
{
return new Vector3Int(world.x + tintTexture.width / 2, world.y + tintTexture.height / 2, 0);
}
private Vector3Int TextureToWorld(Vector3Int texpos)
{
return new Vector3Int(texpos.x - tintTexture.width / 2, texpos.y - tintTexture.height / 2, 0);
}
private GridInformation GetGridInformation(Grid grid)
{
var gridInformation = grid.GetComponent<GridInformation>();
if (gridInformation == null)
{
gridInformation = grid.gameObject.AddComponent<GridInformation>();
}
return gridInformation;
}
private void RefreshGlobalShaderValues()
{
Shader.SetGlobalTexture("_TintMap", m_TintTexture);
Shader.SetGlobalFloat("_TintMapSize", k_TintMapSize);
}
}

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Shader "Custom/TintedTilemap"
{
Properties
{
[PerRendererData]_MainTex ("Albedo (RGB)", 2D) = "white" {}
}
SubShader
{
Tags { "Queue"="Transparent" "Render"="Transparent" "IgnoreProjector"="True"}
LOD 200
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Pass{
CGPROGRAM
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata {
float4 vertex : POSITION;
float4 texcoord : TEXCOORD0;
};
sampler2D _MainTex;
sampler2D _TintMap;
float _TintMapSize;
struct v2f {
float4 vertex : SV_POSITION;
float4 uv : TEXCOORD0;
float3 worldPos : float3;
};
v2f vert(appdata v) {
v2f o;
o.worldPos = mul (unity_ObjectToWorld, v.vertex);
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = float4(v.texcoord.xy, 0, 0);
return o;
}
fixed4 frag(v2f i) : SV_Target {
fixed4 col = tex2D (_MainTex, i.uv);
fixed4 tint = tex2D(_TintMap, (i.worldPos.xy / _TintMapSize) + .5);
return tint * col;
}
ENDCG
}
}
FallBack "Diffuse"
}

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using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.Tilemaps;
namespace UnityEditor
{
[CustomGridBrush(false, false, false, "Tint Brush")]
public class TintBrush : GridBrushBase
{
public Color m_Color = Color.white;
public override void Paint(GridLayout grid, GameObject brushTarget, Vector3Int position)
{
// Do not allow editing palettes
if (brushTarget.layer == 31)
return;
Tilemap tilemap = brushTarget.GetComponent<Tilemap>();
if (tilemap != null)
{
SetColor(tilemap, position, m_Color);
}
}
public override void Erase(GridLayout grid, GameObject brushTarget, Vector3Int position)
{
// Do not allow editing palettes
if (brushTarget.layer == 31)
return;
Tilemap tilemap = brushTarget.GetComponent<Tilemap>();
if (tilemap != null)
{
SetColor(tilemap, position, Color.white);
}
}
private static void SetColor(Tilemap tilemap, Vector3Int position, Color color)
{
TileBase tile = tilemap.GetTile(position);
if (tile != null)
{
if ((tilemap.GetTileFlags(position) & TileFlags.LockColor) != 0)
{
if (tile is Tile)
{
Debug.LogWarning("Tint brush cancelled, because Tile (" + tile.name + ") has TileFlags.LockColor set. Unlock it from the Tile asset debug inspector.");
}
else
{
Debug.LogWarning("Tint brush cancelled. because Tile (" + tile.name + ") has TileFlags.LockColor set. Unset it in GetTileData().");
}
}
tilemap.SetColor(position, color);
}
}
}
[CustomEditor(typeof(TintBrush))]
public class TintBrushEditor : UnityEditor.Tilemaps.GridBrushEditorBase
{
public override GameObject[] validTargets
{
get
{
return GameObject.FindObjectsOfType<Tilemap>().Select(x => x.gameObject).ToArray();
}
}
}
}

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