You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
89 lines
2.5 KiB
C#
89 lines
2.5 KiB
C#
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);
|
|
}
|
|
|
|
}
|
|
} |