mirror of
https://github.com/BlackMATov/unity-iso-tools.git
synced 2025-12-15 01:12:05 +07:00
go world refactor
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@@ -131,23 +131,25 @@ namespace IsoTools {
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FixIsoPosition();
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}
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void OnEnable() {
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MartDirtyIsoWorld();
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}
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#if UNITY_EDITOR
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void Update() {
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if ( Application.isEditor ) {
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var trans_pos = transform.position;
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if ( !Mathf.Approximately(_lastTransform.x, trans_pos.x) ||
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!Mathf.Approximately(_lastTransform.y, trans_pos.y) )
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{
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FixIsoPosition();
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}
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if ( Application.isEditor ) {
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if ( _lastPosition != _position ) Position = _position;
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if ( _lastSize != _size ) Size = _size;
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if ( _lastSorting != _sorting ) Sorting = _sorting;
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if ( _lastAlignment != _alignment ) Alignment = _alignment;
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}
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}
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void OnEnable() {
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MartDirtyIsoWorld();
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}
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#endif
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}
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} // namespace IsoTools
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@@ -1,4 +1,5 @@
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using UnityEngine;
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using System.Linq;
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using System.Collections.Generic;
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namespace IsoTools {
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@@ -11,23 +12,16 @@ namespace IsoTools {
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UpDown
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}
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/// <summary>World tile type.</summary>
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public TileTypes TileType = TileTypes.Isometric;
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/// <summary>Isometric tile size.</summary>
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public float TileSize = 32.0f;
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/// <summary>Start sorting depth value.</summary>
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public float MinDepth = 0.0f;
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/// <summary>Step sorting depth value.</summary>
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public float MaxDepth = 100.0f;
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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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@@ -36,8 +30,56 @@ namespace IsoTools {
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}
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bool _dirty = true;
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float _lastTileSize = 0.0f;
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HashSet<IsoObject> _dirtyObjects = new HashSet<IsoObject>();
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TileTypes _lastTileType = TileTypes.Isometric;
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float _lastTileSize = 0.0f;
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float _lastMinDepth = 0.0f;
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float _lastMaxDepth = 0.0f;
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[SerializeField]
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public TileTypes _tileType = TileTypes.Isometric;
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/// <summary>World tile type.</summary>
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public TileTypes TileType {
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get { return _tileType; }
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set {
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_tileType = value;
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ChangeSortingProperty();
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}
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}
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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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get { return _tileSize; }
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set {
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_tileSize = value;
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ChangeSortingProperty();
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}
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}
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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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get { return _minDepth; }
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set {
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_minDepth = value;
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ChangeSortingProperty();
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}
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}
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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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get { return _maxDepth; }
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set {
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_maxDepth = value;
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ChangeSortingProperty();
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}
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}
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// ------------------------------------------------------------------------
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/// <summary>
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@@ -48,14 +90,14 @@ namespace IsoTools {
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_dirty = true;
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}
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// ------------------------------------------------------------------------
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/// <summary>
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/// Marks world for resorting one object only
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/// </summary>
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/// <param name="obj">Isometric object for resorting.</param>
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// ------------------------------------------------------------------------
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public void MarkDirty(IsoObject obj) {
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if ( !_dirty ) {
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_manualSort(obj);
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}
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_dirtyObjects.Add(obj);
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}
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// ------------------------------------------------------------------------
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@@ -129,51 +171,32 @@ namespace IsoTools {
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}
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}
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void _fixAllTransforms() {
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var objects = _scanObjects(false);
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void FixAllTransforms() {
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var objects = ScanObjects();
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foreach ( var obj in objects ) {
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obj.IsoObject.FixTransform();
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}
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}
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void _fixTileSize() {
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void ChangeSortingProperty() {
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MarkDirty();
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_fixAllTransforms();
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_lastTileSize = TileSize;
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}
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void _fixTileType() {
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MarkDirty();
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_fixAllTransforms();
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FixAllTransforms();
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_lastTileType = TileType;
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_lastTileSize = TileSize;
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_lastMinDepth = MinDepth;
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_lastMaxDepth = MaxDepth;
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}
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void _fixDirty() {
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_manualSort();
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Debug.Log("Resort!");
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_dirty = false;
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}
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void _fixDisable() {
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var objects = _scanObjects(false);
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foreach ( var obj in objects ) {
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obj.IsoObject.ResetIsoWorld();
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}
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}
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IList<ObjectInfo> _scanObjects(bool onlySorting) {
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IList<ObjectInfo> ScanObjects() {
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var iso_objects = GameObject.FindObjectsOfType<IsoObject>();
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var objects = new List<ObjectInfo>(iso_objects.Length);
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foreach ( var iso_object in iso_objects ) {
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if ( !onlySorting || iso_object.Sorting ) {
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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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objects.Add(new ObjectInfo(iso_object));
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}
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return objects;
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}
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IList<int> _scanDepends(IList<ObjectInfo> objects) {
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IList<int> ScanDepends(IList<ObjectInfo> objects) {
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var depends = new List<int>(objects.Count);
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foreach ( var obj_a in objects ) {
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obj_a.Reset(depends.Count);
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@@ -196,16 +219,15 @@ namespace IsoTools {
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return depends;
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}
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void _manualSort() {
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var objects = _scanObjects(true);
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var depends = _scanDepends(objects);
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void ManualSort(IList<ObjectInfo> objects) {
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var depends = ScanDepends(objects);
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var depth = MinDepth;
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foreach ( var info in objects ) {
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_placeObject(info, objects, depends, ref depth);
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PlaceObject(info, objects, depends, ref depth);
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}
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}
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bool _isDepends(IsoObject obj_ao, IsoObject obj_bo) {
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bool IsDepends(IsoObject obj_ao, IsoObject obj_bo) {
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if ( obj_ao != obj_bo ) {
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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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@@ -219,72 +241,95 @@ namespace IsoTools {
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return false;
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}
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void _manualSort(IsoObject obj) {
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var objects = _scanObjects(true);
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void ManualSort(IsoObject obj, IList<ObjectInfo> objects) {
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var min_depth = float.MinValue;
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foreach ( var obj_b in objects ) {
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if ( _isDepends(obj, obj_b.IsoObject) ) {
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if ( IsDepends(obj, obj_b.IsoObject) ) {
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min_depth = Mathf.Max(min_depth, obj_b.IsoObject.transform.position.z);
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}
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}
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var max_depth = float.MaxValue;
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foreach ( var obj_a in objects ) {
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if ( _isDepends(obj_a.IsoObject, obj) ) {
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if ( IsDepends(obj_a.IsoObject, obj) ) {
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max_depth = Mathf.Min(max_depth, obj_a.IsoObject.transform.position.z);
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}
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}
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if ( max_depth == float.MaxValue ) {
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max_depth = MaxDepth;
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}
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if ( min_depth == float.MinValue ) {
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min_depth = MinDepth;
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}
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//TODO: Epsilon!!!!!
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if ( Mathf.Abs(max_depth - min_depth) <= Mathf.Epsilon ) {
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if ( max_depth == float.MaxValue ) {
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max_depth = MaxDepth;
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}
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//TODO: magic number
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var min_depth_step = 0.01f;
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if ( Mathf.Abs(max_depth - min_depth) < min_depth_step ) {
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MarkDirty();
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} else {
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_placeObject(obj, (min_depth + max_depth) / 2.0f);
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PlaceObject(obj, (min_depth + max_depth) / 2.0f);
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}
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}
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void _placeObject(IsoObject obj, float depth) {
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void PlaceObject(IsoObject obj, float depth) {
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var pos = obj.gameObject.transform.position;
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obj.gameObject.transform.position = new Vector3(pos.x, pos.y, depth);
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}
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void _placeObject(ObjectInfo info, IList<ObjectInfo> objects, IList<int> depends, ref float depth) {
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void PlaceObject(ObjectInfo info, IList<ObjectInfo> objects, IList<int> depends, 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, objects, depends, ref depth);
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PlaceObject(obj, objects, depends, ref depth);
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}
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_placeObject(info.IsoObject, depth);
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PlaceObject(info.IsoObject, depth);
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depth += (MaxDepth - MinDepth) / objects.Count;
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}
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}
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void SmartSort() {
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if ( _dirty || _dirtyObjects.Count > 0 ) {
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var objects = ScanObjects().Where(p => p.IsoObject.Sorting).ToList();
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if ( _dirty ) {
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ManualSort(objects);
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} else {
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foreach ( var obj in _dirtyObjects ) {
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ManualSort(obj, objects);
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if ( _dirty ) {
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ManualSort(objects);
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break;
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}
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}
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}
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_dirty = false;
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_dirtyObjects.Clear();
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}
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}
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void Start() {
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_fixTileSize();
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_fixTileType();
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_fixDirty();
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ChangeSortingProperty();
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ManualSort(ScanObjects());
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}
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void LateUpdate() {
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if ( _lastTileSize != TileSize ) {
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_fixTileSize();
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if ( Application.isEditor ) {
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if ( _lastTileType != _tileType ) TileType = _tileType;
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if ( !Mathf.Approximately(_lastTileSize, _tileSize) ) TileSize = _tileSize;
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if ( !Mathf.Approximately(_lastMinDepth, _minDepth) ) MinDepth = _minDepth;
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if ( !Mathf.Approximately(_lastMaxDepth, _maxDepth) ) MaxDepth = _maxDepth;
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}
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if ( _lastTileType != TileType ) {
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_fixTileType();
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}
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if ( _dirty ) {
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_fixDirty();
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SmartSort();
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}
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void OnEnable() {
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MarkDirty();
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}
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void OnDisable() {
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_fixDisable();
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var objects = ScanObjects();
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foreach ( var obj in objects ) {
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obj.IsoObject.ResetIsoWorld();
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}
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}
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}
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} // namespace IsoTools
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@@ -1,9 +1,10 @@
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<Properties>
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<MonoDevelop.Ide.Workspace ActiveConfiguration="Debug" PreferredExecutionTarget="MonoDevelop.Default" />
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<MonoDevelop.Ide.Workbench ActiveDocument="Assets/IsoTools/Scripts/IsoWorld.cs">
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<MonoDevelop.Ide.Workspace ActiveConfiguration="Debug" />
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<MonoDevelop.Ide.Workbench ActiveDocument="Assets/IsoTools/Scripts/IsoObject.cs">
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<Files>
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<File FileName="Assets/IsoTools/Scripts/IsoWorld.cs" Line="269" Column="19" />
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<File FileName="Assets/IsoTools/Scripts/IsoObject.cs" Line="136" Column="34" />
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<File FileName="Assets/IsoTools/Scripts/IsoWorld.cs" Line="22" Column="21" />
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<File FileName="Assets/IsoTools/Scripts/IsoObject.cs" Line="126" Column="9" />
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<File FileName="Assets/IsoTools/Examples/Scripts/IsoAutoController.cs" Line="13" Column="28" />
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</Files>
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</MonoDevelop.Ide.Workbench>
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<MonoDevelop.Ide.DebuggingService.Breakpoints>
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