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CrowdControl/Assets/Feel/MMTools/Tools/MMTilemaps/MMTilemapShadow.cs

89 lines
2.5 KiB
C#

3 months ago
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using MoreMountains.Tools;
using System;
using System.Collections.Generic;
using UnityEngine.Tilemaps;
namespace MoreMountains.Tools
{
/// <summary>
/// A class to put on a tilemap so it acts as a shadow/copy of another reference tilemap.
/// Useful for wall shadows for example.
/// Offsetting the tilemap and changing its sorting order etc is done via the regular components
/// </summary>
[ExecuteAlways]
[AddComponentMenu("More Mountains/Tools/Tilemaps/MMTilemapShadow")]
[RequireComponent(typeof(Tilemap))]
public class MMTilemapShadow : MonoBehaviour
{
/// the tilemap to copy
public Tilemap ReferenceTilemap;
[MMInspectorButton("UpdateShadows")]
public bool UpdateShadowButton;
protected Tilemap _tilemap;
/// <summary>
/// This method will copy the reference tilemap into the one on this gameobject
/// </summary>
public virtual void UpdateShadows()
{
if (ReferenceTilemap == null)
{
return;
}
_tilemap = this.gameObject.GetComponent<Tilemap>();
Copy(ReferenceTilemap, _tilemap);
}
/// <summary>
/// Copies the source tilemap on the destination tilemap
/// </summary>
/// <param name="source"></param>
/// <param name="destination"></param>
public static void Copy(Tilemap source, Tilemap destination)
{
source.RefreshAllTiles();
destination.RefreshAllTiles();
List<Vector3Int> referenceTilemapPositions = new List<Vector3Int>();
// we grab all filled positions from the ref tilemap
foreach (Vector3Int pos in source.cellBounds.allPositionsWithin)
{
Vector3Int localPlace = new Vector3Int(pos.x, pos.y, pos.z);
if (source.HasTile(localPlace))
{
referenceTilemapPositions.Add(localPlace);
}
}
// we turn our list into an array
Vector3Int[] positions = new Vector3Int[referenceTilemapPositions.Count];
TileBase[] allTiles = new TileBase[referenceTilemapPositions.Count];
int i = 0;
foreach(Vector3Int tilePosition in referenceTilemapPositions)
{
positions[i] = tilePosition;
allTiles[i] = source.GetTile(tilePosition);
i++;
}
// we clear our tilemap and resize it
destination.ClearAllTiles();
destination.RefreshAllTiles();
destination.size = source.size;
destination.origin = source.origin;
destination.ResizeBounds();
// we feed it our positions
destination.SetTiles(positions, allTiles);
}
}
}