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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Tilemaps;
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namespace MoreMountains.Tools
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{
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public class MMTilemapGridRenderer
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{
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/// <summary>
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/// Renders the specified grid on the specified tilemap, with optional slow mode (only works at runtime)
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/// </summary>
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/// <param name="grid"></param>
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/// <param name="tilemap"></param>
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/// <param name="tile"></param>
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/// <param name="slowRender"></param>
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/// <param name="slowRenderDuration"></param>
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/// <param name="slowRenderTweenType"></param>
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/// <param name="slowRenderSupport"></param>
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public static void RenderGrid(int[,] grid, MMTilemapGeneratorLayer layer, bool slowRender = false, float slowRenderDuration = 1f,
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MMTweenType slowRenderTweenType = null, MonoBehaviour slowRenderSupport = null)
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{
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if (layer.FusionMode == MMTilemapGeneratorLayer.FusionModes.Normal)
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{
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ClearTilemap(layer.TargetTilemap);
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}
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TileBase tile = layer.Tile;
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if (layer.FusionMode == MMTilemapGeneratorLayer.FusionModes.Combine)
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{
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grid = MMGridGenerator.InvertGrid(grid);
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tile = null;
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}
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if (layer.FusionMode == MMTilemapGeneratorLayer.FusionModes.Subtract)
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{
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grid = MMGridGenerator.InvertGrid(grid);
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}
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if (!slowRender || !Application.isPlaying)
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{
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DrawGrid(grid, layer.TargetTilemap, tile, 0, TotalFilledBlocks(grid));
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}
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else
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{
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slowRenderSupport.StartCoroutine(SlowRenderGrid(grid, layer.TargetTilemap, tile, slowRenderDuration, slowRenderTweenType, 60));
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}
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if (!Application.isPlaying && slowRender)
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{
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Debug.LogWarning("Rendering maps in SlowRender mode is only supported at runtime.");
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}
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}
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/// <summary>
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/// Renders a grid chunk by chunk - runtime only
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/// </summary>
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/// <param name="grid"></param>
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/// <param name="tilemap"></param>
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/// <param name="tile"></param>
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/// <param name="slowRenderDuration"></param>
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/// <param name="slowRenderTweenType"></param>
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/// <param name="frameRate"></param>
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/// <returns></returns>
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public static IEnumerator SlowRenderGrid(int[,] grid, Tilemap tilemap, TileBase tile, float slowRenderDuration, MMTweenType slowRenderTweenType, int frameRate)
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{
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int totalBlocks = TotalFilledBlocks(grid);
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totalBlocks = (totalBlocks == 0) ? 1 : totalBlocks;
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frameRate = (frameRate == 0) ? 1 : frameRate;
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float refreshFrequency = 1f / frameRate;
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float startedAt = Time.unscaledTime;
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float lastWaitAt = startedAt;
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int drawnBlocks = 0;
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int lastIndex = 0;
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while (Time.unscaledTime - startedAt < slowRenderDuration)
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{
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while (Time.unscaledTime - lastWaitAt < refreshFrequency)
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{
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yield return null;
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}
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int remainingBlocks = totalBlocks - drawnBlocks;
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float elapsedTime = Time.unscaledTime - startedAt;
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float remainingTime = slowRenderDuration - elapsedTime;
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float normalizedProgress = MMMaths.Remap(elapsedTime, 0f, slowRenderDuration, 0f, 1f);
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float curveProgress = MMTween.Tween(normalizedProgress, 0f, 1f, 0f, 1f, slowRenderTweenType);
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float ratio = 1 - (normalizedProgress - curveProgress);
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int blocksToDraw = Mathf.RoundToInt((remainingBlocks / remainingTime) * refreshFrequency * ratio);
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lastIndex = DrawGrid(grid, tilemap, tile, lastIndex, blocksToDraw);
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drawnBlocks += blocksToDraw;
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lastWaitAt = Time.unscaledTime;
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}
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DrawGrid(grid, tilemap, tile, lastIndex, totalBlocks - lastIndex);
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}
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/// <summary>
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/// Returns the total amount of filled blocks in a grid
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/// </summary>
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/// <param name="grid"></param>
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/// <returns></returns>
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public static int TotalFilledBlocks(int[,] grid)
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{
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int width = grid.GetUpperBound(0);
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int height = grid.GetUpperBound(1);
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int totalBlocks = 0;
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for (int i = 0; i <= width ; i++)
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{
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for (int j = 0; j <= height; j++)
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{
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if (grid[i, j] == 1)
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{
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totalBlocks++;
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}
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}
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}
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return totalBlocks;
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}
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/// <summary>
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/// Draws the specified section of a grid on a target tilemap
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/// </summary>
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/// <param name="grid"></param>
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/// <param name="tilemap"></param>
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/// <param name="tile"></param>
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/// <param name="startIndex"></param>
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/// <param name="numberOfTilesToDraw"></param>
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/// <returns></returns>
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private static int DrawGrid(int[,] grid, Tilemap tilemap, TileBase tile, int startIndex, int numberOfTilesToDraw)
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{
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int width = grid.GetUpperBound(0);
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int height = grid.GetUpperBound(1);
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tilemap.RefreshAllTiles();
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int counter = 0;
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int drawCount = 0;
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for (int i = 0; i <= width ; i++)
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{
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for (int j = 0; j <= height; j++)
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{
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if (grid[i, j] == 1)
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{
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if (counter >= startIndex)
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{
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Vector3Int tilePosition = new Vector3Int(i, j, 0);
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tilePosition += ComputeOffset(width, height);
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tilemap.SetTile(tilePosition, tile);
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drawCount++;
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}
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if (drawCount > numberOfTilesToDraw)
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{
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return counter;
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}
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counter++;
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}
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}
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}
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return counter;
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}
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/// <summary>
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/// Determines the offset to apply to a grid to have it centered
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/// </summary>
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/// <param name="width"></param>
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/// <param name="height"></param>
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/// <returns></returns>
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public static Vector3Int ComputeOffset(int width, int height)
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{
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Vector3Int offset = new Vector3Int(width + 2, height + 2, 0);
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offset = offset - offset/2;
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return -offset;
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}
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/// <summary>
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/// Clears and refreshes an entire tilemap
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/// </summary>
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/// <param name="tilemap"></param>
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public static void ClearTilemap(Tilemap tilemap)
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{
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tilemap.ClearAllTiles();
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tilemap.RefreshAllTiles();
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}
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}
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}
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