mirror of
https://github.com/BlackMATov/unity-iso-tools.git
synced 2025-12-16 14:09:00 +07:00
unity code style
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@@ -12,31 +12,31 @@ namespace IsoTools {
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public class IsoWorld : MonoBehaviour {
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class ObjectInfo {
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public int Index;
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public IsoObject IsoObject;
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public Vector3 MinSector;
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public Vector3 MaxSector;
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public int index;
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public IsoObject isoObject;
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public Vector3 minSector;
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public Vector3 maxSector;
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public bool Visited;
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public int BeginDepend;
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public int EndDepend;
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public bool visited;
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public int beginDepend;
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public int endDepend;
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public ObjectInfo(int index, IsoObject iso_object, Vector3 min_sector, Vector3 max_sector) {
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Index = index;
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IsoObject = iso_object;
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MinSector = min_sector;
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MaxSector = max_sector;
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this.index = index;
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this.isoObject = iso_object;
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this.minSector = min_sector;
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this.maxSector = max_sector;
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}
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public void Init(int first_depend) {
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Visited = false;
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BeginDepend = first_depend;
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EndDepend = first_depend;
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this.visited = false;
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this.beginDepend = first_depend;
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this.endDepend = first_depend;
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}
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}
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class SectorInfo {
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public List<int> Objects = new List<int>();
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public List<int> objects = new List<int>();
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}
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bool _dirty = true;
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@@ -52,7 +52,7 @@ namespace IsoTools {
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[SerializeField]
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public float _tileSize = 32.0f;
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/// <summary>Isometric tile size.</summary>
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public float TileSize {
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public float tileSize {
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get { return _tileSize; }
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set {
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_tileSize = Mathf.Max(value, Mathf.Epsilon);
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@@ -63,7 +63,7 @@ namespace IsoTools {
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[SerializeField]
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public float _minDepth = 0.0f;
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/// <summary>Min sorting depth value.</summary>
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public float MinDepth {
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public float minDepth {
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get { return _minDepth; }
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set {
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_minDepth = value;
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@@ -74,7 +74,7 @@ namespace IsoTools {
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[SerializeField]
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public float _maxDepth = 100.0f;
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/// <summary>Max sorting depth value.</summary>
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public float MaxDepth {
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public float maxDepth {
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get { return _maxDepth; }
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set {
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_maxDepth = value;
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@@ -114,7 +114,7 @@ namespace IsoTools {
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public Vector2 IsoToScreen(Vector3 pos) {
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return new Vector2(
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(pos.x - pos.y),
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(pos.x + pos.y) * 0.5f + pos.z) * TileSize;
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(pos.x + pos.y) * 0.5f + pos.z) * tileSize;
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}
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// ------------------------------------------------------------------------
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@@ -128,7 +128,7 @@ namespace IsoTools {
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return new Vector3(
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(pos.x * 0.5f + pos.y),
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(pos.y - pos.x * 0.5f),
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0.0f) / TileSize;
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0.0f) / tileSize;
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}
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// ------------------------------------------------------------------------
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@@ -141,7 +141,7 @@ namespace IsoTools {
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// ------------------------------------------------------------------------
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public Vector3 ScreenToIso(Vector2 pos, float iso_z) {
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return IsoUtils.Vec3ChangeZ(
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ScreenToIso(new Vector2(pos.x, pos.y - iso_z * TileSize)),
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ScreenToIso(new Vector2(pos.x, pos.y - iso_z * tileSize)),
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iso_z);
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}
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@@ -289,7 +289,7 @@ namespace IsoTools {
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var objsSum = 0;
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foreach ( var obj in _visibles ) {
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++objsSum;
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_objsSectorSize += Mathf.Max(obj.Size.x, obj.Size.y, obj.Size.z);
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_objsSectorSize += IsoUtils.Vec3MaxF(obj.size);
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}
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_objsSectorSize = Mathf.Round(Mathf.Max(3.0f, _objsSectorSize / objsSum));
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}
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@@ -299,9 +299,9 @@ namespace IsoTools {
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_objsMinNumPos = Vector3.zero;
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_objsMaxNumPos = Vector3.one;
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foreach ( var obj in _visibles ) {
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var max_size = IsoUtils.Vec3Max(Vector3.one, obj.Size);
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var min_npos = IsoUtils.Vec3DivFloor(obj.Position, _objsSectorSize);
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var max_npos = IsoUtils.Vec3DivCeil(obj.Position + max_size, _objsSectorSize);
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var max_size = IsoUtils.Vec3Max(Vector3.one, obj.size);
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var min_npos = IsoUtils.Vec3DivFloor(obj.position, _objsSectorSize);
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var max_npos = IsoUtils.Vec3DivCeil(obj.position + max_size, _objsSectorSize);
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_objsMinNumPos = IsoUtils.Vec3Min(_objsMinNumPos, min_npos);
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_objsMaxNumPos = IsoUtils.Vec3Max(_objsMaxNumPos, max_npos);
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_objects.Add(new ObjectInfo(_objects.Count, obj, min_npos, max_npos));
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@@ -316,12 +316,12 @@ namespace IsoTools {
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_sectors.Add(new SectorInfo());
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}
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foreach ( var obj in _objects ) {
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obj.MinSector -= _objsMinNumPos;
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obj.MaxSector -= _objsMinNumPos;
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IsoUtils.LookUpCube(obj.MinSector, obj.MaxSector, p => {
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obj.minSector -= _objsMinNumPos;
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obj.maxSector -= _objsMinNumPos;
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IsoUtils.LookUpCube(obj.minSector, obj.maxSector, p => {
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var sector = FindSector(p);
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if ( sector != null ) {
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sector.Objects.Add(obj.Index);
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sector.objects.Add(obj.index);
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}
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});
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}
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@@ -331,14 +331,14 @@ namespace IsoTools {
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_depends.Clear();
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foreach ( var obj_a in _objects ) {
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obj_a.Init(_depends.Count);
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var obj_ao = obj_a.IsoObject;
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IsoUtils.LookUpCube(obj_a.MinSector, obj_a.MaxSector, num_pos => {
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var obj_ao = obj_a.isoObject;
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IsoUtils.LookUpCube(obj_a.minSector, obj_a.maxSector, num_pos => {
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LookUpSectorDepends(num_pos, sec => {
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foreach ( var obj_bi in sec.Objects ) {
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var obj_bo = _objects[obj_bi].IsoObject;
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if ( obj_ao != obj_bo && IsDepends(obj_ao.Position, obj_ao.Size, obj_bo.Position, obj_bo.Size) ) {
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foreach ( var obj_bi in sec.objects ) {
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var obj_bo = _objects[obj_bi].isoObject;
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if ( obj_ao != obj_bo && IsDepends(obj_ao.position, obj_ao.size, obj_bo.position, obj_bo.size) ) {
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_depends.Add(obj_bi);
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++obj_a.EndDepend;
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++obj_a.endDepend;
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}
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}
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});
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@@ -347,7 +347,7 @@ namespace IsoTools {
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}
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void PlaceAllObjects() {
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var depth = MinDepth;
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var depth = minDepth;
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foreach ( var info in _objects ) {
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depth = PlaceObject(info, depth);
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}
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@@ -362,17 +362,17 @@ namespace IsoTools {
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}
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float PlaceObject(ObjectInfo info, float depth) {
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if ( info.Visited ) {
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if ( info.visited ) {
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return depth;
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}
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info.Visited = true;
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for ( var i = info.BeginDepend; i < info.EndDepend && i < _depends.Count; ++i ) {
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info.visited = true;
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for ( var i = info.beginDepend; i < info.endDepend && i < _depends.Count; ++i ) {
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var obj_index = _depends[i];
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var obj = _objects[obj_index];
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depth = PlaceObject(obj, depth);
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}
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PlaceObject(info.IsoObject, depth);
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return depth + (MaxDepth - MinDepth) / _objects.Count;
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PlaceObject(info.isoObject, depth);
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return depth + (maxDepth - minDepth) / _objects.Count;
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}
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void StepSort() {
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@@ -407,15 +407,15 @@ namespace IsoTools {
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#if UNITY_EDITOR
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void Reset() {
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TileSize = 32.0f;
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MinDepth = 0.0f;
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MaxDepth = 100.0f;
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tileSize = 32.0f;
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minDepth = 0.0f;
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maxDepth = 100.0f;
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}
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void OnValidate() {
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TileSize = _tileSize;
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MinDepth = _minDepth;
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MaxDepth = _maxDepth;
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tileSize = _tileSize;
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minDepth = _minDepth;
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maxDepth = _maxDepth;
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}
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void OnRenderObject() {
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