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https://github.com/BlackMATov/unity-iso-tools.git
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Topological isometric sorting
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114
Assets/Scripts/IsoWorld.cs
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114
Assets/Scripts/IsoWorld.cs
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using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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[ExecuteInEditMode]
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public class IsoWorld : MonoBehaviour {
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private class ObjectInfo {
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public IsoObject IsoObject;
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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(IsoObject obj) {
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IsoObject = obj;
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}
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public void Reset(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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}
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}
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public float TileSize = 32.0f;
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public float StartDepth = 0.0f;
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public float StepDepth = 0.1f;
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List<int> _depends = new List<int>();
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List<ObjectInfo> _objects = new List<ObjectInfo>();
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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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}
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public Vector3 ScreenToIso(Vector2 pos) {
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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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}
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void _scanObjects() {
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_objects.Clear();
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IsoObject[] iso_objects = GameObject.FindObjectsOfType<IsoObject>();
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foreach ( var iso_object in iso_objects ) {
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var info = new ObjectInfo(iso_object);
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_objects.Add(info);
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}
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}
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void _scanDepends() {
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_depends.Clear();
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foreach ( var obj_a in _objects ) {
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obj_a.Reset(_depends.Count);
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var obj_ao = obj_a.IsoObject;
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var max_ax = obj_ao.Position.x + obj_ao.Size.x;
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var max_ay = obj_ao.Position.y + obj_ao.Size.y;
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for ( int i = 0; i < _objects.Count; ++i ) {
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var obj_bo = _objects[i].IsoObject;
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if ( obj_ao != obj_bo ) {
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if ( obj_bo.Position.x < max_ax && obj_bo.Position.y < max_ay ) {
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var max_bz = obj_bo.Position.z + obj_bo.Size.z;
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if ( obj_ao.Position.z < max_bz ) {
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_depends.Add(i);
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++obj_a.EndDepend;
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}
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}
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}
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}
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}
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}
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void _manualSort() {
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var depth = StartDepth;
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foreach ( ObjectInfo info in _objects ) {
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_placeObject(info, ref depth);
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}
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}
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void _placeObject(IsoObject obj, float depth) {
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Vector3 pos = IsoToScreen(obj.Position);
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pos.z = depth;
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obj.gameObject.transform.position = pos;
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}
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void _placeObject(ObjectInfo info, ref float depth) {
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if ( !info.Visited ) {
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info.Visited = true;
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for ( int i = info.BeginDepend; i < info.EndDepend && i < _depends.Count; ++i ) {
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var object_index = _depends[i];
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var obj = _objects[object_index];
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_placeObject(obj, ref depth);
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}
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_placeObject(info.IsoObject, depth);
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depth += StepDepth;
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}
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}
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void Start () {
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if ( Application.isPlaying ) {
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Debug.Log("Application!");
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}
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if ( Application.isEditor ) {
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Debug.Log("Editor!");
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}
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}
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void Update () {
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_scanObjects();
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_scanDepends();
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_manualSort();
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}
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}
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