mirror of
https://github.com/BlackMATov/unity-iso-tools.git
synced 2025-12-15 09:16:08 +07:00
begin search for one object sorting
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@@ -12,13 +12,13 @@ namespace IsoTools {
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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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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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public float TileSize = 32.0f;
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/// <summary>Start sorting depth value.</summary>
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public float StartDepth = 0.0f;
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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 StepDepth = 0.1f;
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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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@@ -47,6 +47,16 @@ namespace IsoTools {
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public void MarkDirty() {
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_dirty = true;
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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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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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}
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// ------------------------------------------------------------------------
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/// <summary>
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@@ -127,17 +137,20 @@ namespace IsoTools {
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}
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void _fixTileSize() {
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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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_lastTileType = TileType;
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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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@@ -186,12 +199,54 @@ namespace IsoTools {
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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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var depth = StartDepth;
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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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}
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}
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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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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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return true;
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}
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}
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}
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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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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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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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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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MarkDirty();
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} else {
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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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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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@@ -206,7 +261,7 @@ namespace IsoTools {
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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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depth += StepDepth;
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depth += (MaxDepth - MinDepth) / objects.Count;
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}
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}
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