mirror of
https://github.com/BlackMATov/unity-iso-tools.git
synced 2025-12-15 01:12:05 +07:00
unity code style
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@@ -11,7 +11,7 @@ namespace IsoTools {
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// ------------------------------------------------------------------------
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//
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// Size
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// size
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//
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// ------------------------------------------------------------------------
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@@ -19,7 +19,7 @@ namespace IsoTools {
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Vector3 _size = Vector3.one;
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/// <summary>Isometric object size.</summary>
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public Vector3 Size {
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public Vector3 size {
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get { return _size; }
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set {
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_size = IsoUtils.Vec3Max(value, Vector3.zero);
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@@ -28,41 +28,41 @@ namespace IsoTools {
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}
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/// <summary>Isometric object size X.</summary>
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public float SizeX {
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get { return Size.x; }
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set { Size = IsoUtils.Vec3ChangeX(Size, value); }
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public float sizeX {
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get { return size.x; }
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set { size = IsoUtils.Vec3ChangeX(size, value); }
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}
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/// <summary>Isometric object size Y.</summary>
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public float SizeY {
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get { return Size.y; }
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set { Size = IsoUtils.Vec3ChangeY(Size, value); }
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public float sizeY {
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get { return size.y; }
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set { size = IsoUtils.Vec3ChangeY(size, value); }
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}
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/// <summary>Isometric object size Z.</summary>
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public float SizeZ {
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get { return Size.z; }
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set { Size = IsoUtils.Vec3ChangeZ(Size, value); }
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public float sizeZ {
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get { return size.z; }
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set { size = IsoUtils.Vec3ChangeZ(size, value); }
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}
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/// <summary>Isometric object size XY.</summary>
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public Vector2 SizeXY {
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get { return new Vector2(SizeX, SizeY); }
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public Vector2 sizeXY {
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get { return new Vector2(sizeX, sizeY); }
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}
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/// <summary>Isometric object size YZ.</summary>
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public Vector2 SizeYZ {
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get { return new Vector2(SizeY, SizeZ); }
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public Vector2 sizeYZ {
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get { return new Vector2(sizeY, sizeZ); }
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}
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/// <summary>Isometric object size XZ.</summary>
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public Vector2 SizeXZ {
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get { return new Vector2(SizeX, SizeZ); }
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public Vector2 sizeXZ {
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get { return new Vector2(sizeX, sizeZ); }
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}
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// ------------------------------------------------------------------------
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//
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// Position
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// position
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//
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// ------------------------------------------------------------------------
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@@ -70,7 +70,7 @@ namespace IsoTools {
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Vector3 _position = Vector3.zero;
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/// <summary>Isometric object position.</summary>
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public Vector3 Position {
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public Vector3 position {
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get { return _position; }
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set {
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_position = value;
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@@ -79,81 +79,81 @@ namespace IsoTools {
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}
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/// <summary>Isometric object position X.</summary>
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public float PositionX {
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get { return Position.x; }
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set { Position = IsoUtils.Vec3ChangeX(Position, value); }
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public float positionX {
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get { return position.x; }
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set { position = IsoUtils.Vec3ChangeX(position, value); }
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}
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/// <summary>Isometric object position Y.</summary>
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public float PositionY {
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get { return Position.y; }
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set { Position = IsoUtils.Vec3ChangeY(Position, value); }
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public float positionY {
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get { return position.y; }
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set { position = IsoUtils.Vec3ChangeY(position, value); }
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}
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/// <summary>Isometric object position Z.</summary>
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public float PositionZ {
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get { return Position.z; }
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set { Position = IsoUtils.Vec3ChangeZ(Position, value); }
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public float positionZ {
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get { return position.z; }
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set { position = IsoUtils.Vec3ChangeZ(position, value); }
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}
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/// <summary>Isometric object position XY.</summary>
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public Vector2 PositionXY {
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get { return new Vector2(PositionX, PositionY); }
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public Vector2 positionXY {
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get { return new Vector2(positionX, positionY); }
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}
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/// <summary>Isometric object position YZ.</summary>
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public Vector2 PositionYZ {
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get { return new Vector2(PositionY, PositionZ); }
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public Vector2 positionYZ {
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get { return new Vector2(positionY, positionZ); }
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}
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/// <summary>Isometric object position XZ.</summary>
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public Vector2 PositionXZ {
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get { return new Vector2(PositionX, PositionZ); }
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public Vector2 positionXZ {
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get { return new Vector2(positionX, positionZ); }
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}
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// ------------------------------------------------------------------------
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//
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// TilePosition
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// tilePosition
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//
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// ------------------------------------------------------------------------
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/// <summary>Isometric object tile position.</summary>
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public Vector3 TilePosition {
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get { return IsoUtils.Vec3Round(Position); }
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set { Position = value; }
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public Vector3 tilePosition {
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get { return IsoUtils.Vec3Round(position); }
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set { position = value; }
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}
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/// <summary>Isometric object tile position X.</summary>
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public float TilePositionX {
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get { return TilePosition.x; }
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set { TilePosition = IsoUtils.Vec3ChangeX(TilePosition, value); }
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public float tilePositionX {
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get { return tilePosition.x; }
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set { tilePosition = IsoUtils.Vec3ChangeX(tilePosition, value); }
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}
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/// <summary>Isometric object tile position Y.</summary>
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public float TilePositionY {
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get { return TilePosition.y; }
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set { TilePosition = IsoUtils.Vec3ChangeY(TilePosition, value); }
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public float tilePositionY {
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get { return tilePosition.y; }
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set { tilePosition = IsoUtils.Vec3ChangeY(tilePosition, value); }
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}
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/// <summary>Isometric object tile position Z.</summary>
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public float TilePositionZ {
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get { return TilePosition.z; }
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set { TilePosition = IsoUtils.Vec3ChangeZ(TilePosition, value); }
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public float tilePositionZ {
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get { return tilePosition.z; }
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set { tilePosition = IsoUtils.Vec3ChangeZ(tilePosition, value); }
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}
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/// <summary>Isometric object tile position XY.</summary>
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public Vector2 TilePositionXY {
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get { return new Vector2(TilePositionX, TilePositionY); }
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public Vector2 tilePositionXY {
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get { return new Vector2(tilePositionX, tilePositionY); }
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}
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/// <summary>Isometric object tile position YZ.</summary>
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public Vector2 TilePositionYZ {
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get { return new Vector2(TilePositionY, TilePositionZ); }
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public Vector2 tilePositionYZ {
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get { return new Vector2(tilePositionY, tilePositionZ); }
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}
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/// <summary>Isometric object tile position XZ.</summary>
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public Vector2 TilePositionXZ {
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get { return new Vector2(TilePositionX, TilePositionZ); }
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public Vector2 tilePositionXZ {
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get { return new Vector2(tilePositionX, tilePositionZ); }
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}
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// ------------------------------------------------------------------------
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@@ -167,15 +167,15 @@ namespace IsoTools {
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Vector3 _lastPosition = Vector3.zero;
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Vector2 _lastTransform = Vector2.zero;
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[SerializeField] bool _alignment = true;
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[SerializeField] bool _showBounds = false;
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[SerializeField] bool _isAlignment = true;
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[SerializeField] bool _isShowBounds = false;
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public bool Alignment {
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get { return _alignment; }
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public bool isAlignment {
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get { return _isAlignment; }
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}
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public bool ShowBounds {
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get { return _showBounds; }
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public bool isShowBounds {
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get { return _isShowBounds; }
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}
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#endif
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@@ -186,7 +186,7 @@ namespace IsoTools {
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// ------------------------------------------------------------------------
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IsoWorld _isoWorld = null;
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public IsoWorld IsoWorld {
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public IsoWorld isoWorld {
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get {
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if ( (object)_isoWorld == null ) {
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_isoWorld = GameObject.FindObjectOfType<IsoWorld>();
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@@ -204,12 +204,12 @@ namespace IsoTools {
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public void FixTransform() {
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#if UNITY_EDITOR
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if ( Application.isEditor && !Application.isPlaying && Alignment ) {
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_position = TilePosition;
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if ( Application.isEditor && !Application.isPlaying && isAlignment ) {
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_position = tilePosition;
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}
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#endif
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transform.position = IsoUtils.Vec3ChangeZ(
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IsoWorld.IsoToScreen(Position),
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isoWorld.IsoToScreen(position),
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transform.position.z);
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FixLastProperties();
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MartDirtyIsoWorld();
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@@ -217,21 +217,21 @@ namespace IsoTools {
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}
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public void FixIsoPosition() {
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Position = IsoWorld.ScreenToIso(
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position = isoWorld.ScreenToIso(
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transform.position,
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PositionZ);
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positionZ);
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}
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void FixLastProperties() {
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#if UNITY_EDITOR
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_lastSize = Size;
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_lastPosition = Position;
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_lastSize = size;
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_lastPosition = position;
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_lastTransform = transform.position;
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#endif
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}
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void MartDirtyIsoWorld() {
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IsoWorld.MarkDirty(this);
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isoWorld.MarkDirty(this);
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}
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void MarkEditorObjectDirty() {
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@@ -253,28 +253,28 @@ namespace IsoTools {
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#if UNITY_EDITOR
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void Reset() {
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Size = Vector3.one;
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Position = Vector3.zero;
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size = Vector3.one;
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position = Vector3.zero;
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}
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void OnValidate() {
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Size = _size;
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Position = _position;
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size = _size;
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position = _position;
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}
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void OnDrawGizmos() {
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if ( ShowBounds && IsoWorld ) {
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IsoUtils.DrawCube(IsoWorld, Position + Size * 0.5f, Size, Color.red);
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if ( isShowBounds && isoWorld ) {
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IsoUtils.DrawCube(isoWorld, position + size * 0.5f, size, Color.red);
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}
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}
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void Update() {
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if ( Application.isEditor ) {
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if ( !IsoUtils.Vec3Approximately(_lastSize, _size) ) {
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Size = _size;
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size = _size;
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}
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if ( !IsoUtils.Vec3Approximately(_lastPosition, _position) ) {
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Position = _position;
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position = _position;
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}
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if ( !IsoUtils.Vec2Approximately(_lastTransform, transform.position) ) {
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FixIsoPosition();
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