using UnityEngine; using System.Linq; using System; using System.Collections.Generic; namespace IsoTools { [ExecuteInEditMode] public class IsoWorld : MonoBehaviour { /// World tile types. public enum TileTypes { Isometric, UpDown } class ObjectInfo { public IsoObject IsoObject; public bool Visited; public int BeginDepend; public int EndDepend; public ObjectInfo(IsoObject obj) { IsoObject = obj; } public void Reset(int first_depend) { Visited = false; BeginDepend = first_depend; EndDepend = first_depend; } } bool _dirty = true; TileTypes _lastTileType = TileTypes.Isometric; float _lastTileSize = 0.0f; float _lastMinDepth = 0.0f; float _lastMaxDepth = 0.0f; [SerializeField] public TileTypes _tileType = TileTypes.Isometric; /// World tile type. public TileTypes TileType { get { return _tileType; } set { _tileType = value; ChangeSortingProperty(); } } [SerializeField] public float _tileSize = 32.0f; /// Isometric tile size. public float TileSize { get { return _tileSize; } set { _tileSize = value; ChangeSortingProperty(); } } [SerializeField] public float _minDepth = 0.0f; /// Min sorting depth value. public float MinDepth { get { return _minDepth; } set { _minDepth = value; ChangeSortingProperty(); } } [SerializeField] public float _maxDepth = 100.0f; /// Max sorting depth value. public float MaxDepth { get { return _maxDepth; } set { _maxDepth = value; ChangeSortingProperty(); } } // ------------------------------------------------------------------------ /// /// Marks world for resorting. /// // ------------------------------------------------------------------------ public void MarkDirty() { _dirty = true; } // ------------------------------------------------------------------------ /// /// Marks world for resorting one object only /// /// Isometric object for resorting. // ------------------------------------------------------------------------ public void MarkDirty(IsoObject obj) { if ( obj && obj.Sorting ) { _dirty = true; } } // ------------------------------------------------------------------------ /// /// Convert isometric coordinates to screen coordinates /// /// Screen coordinates /// Isometric coordinates. // ------------------------------------------------------------------------ public Vector2 IsoToScreen(Vector3 pos) { switch ( TileType ) { case TileTypes.Isometric: return new Vector2( (pos.x - pos.y), (pos.x + pos.y) * 0.5f + pos.z) * TileSize; case TileTypes.UpDown: return new Vector2( pos.x, pos.y + pos.z) * TileSize; default: throw new UnityException("IsoWorld. TileType is wrong!"); } } // ------------------------------------------------------------------------ /// /// Convert screen coordinates to isometric coordinates /// /// Isometric coordinates /// Screen coordinates. // ------------------------------------------------------------------------ public Vector3 ScreenToIso(Vector2 pos) { switch ( TileType ) { case TileTypes.Isometric: return new Vector3( (pos.x * 0.5f + pos.y), (pos.y - pos.x * 0.5f), 0.0f) / TileSize; case TileTypes.UpDown: return new Vector3( pos.x, pos.y, 0.0f) / TileSize; default: throw new UnityException("IsoWorld. TileType is wrong!"); } } // ------------------------------------------------------------------------ /// /// Convert screen coordinates to isometric coordinates with specified isometric height /// /// Isometric coordinates /// Screen coordinates. /// Point isometric height. // ------------------------------------------------------------------------ public Vector3 ScreenToIso(Vector2 pos, float iso_z) { switch ( TileType ) { case TileTypes.Isometric: { var iso_pos = ScreenToIso(new Vector2(pos.x, pos.y - iso_z * TileSize)); iso_pos.z = iso_z; return iso_pos; } case TileTypes.UpDown: { var iso_pos = ScreenToIso(new Vector2(pos.x, pos.y - iso_z * TileSize)); iso_pos.z = iso_z; return iso_pos; } default: throw new UnityException("IsoWorld. TileType is wrong!"); } } void FixAllTransforms() { var objects = ScanObjects(); foreach ( var obj in objects ) { obj.IsoObject.FixTransform(); } } void ChangeSortingProperty() { MarkDirty(); FixAllTransforms(); _lastTileType = TileType; _lastTileSize = TileSize; _lastMinDepth = MinDepth; _lastMaxDepth = MaxDepth; } bool IsDepends(IsoObject obj_ao, IsoObject obj_bo) { if ( obj_ao != obj_bo ) { var max_ax = obj_ao.Position.x + obj_ao.Size.x; var max_ay = obj_ao.Position.y + obj_ao.Size.y; if ( obj_bo.Position.x < max_ax && obj_bo.Position.y < max_ay ) { var max_bz = obj_bo.Position.z + obj_bo.Size.z; if ( obj_ao.Position.z < max_bz ) { return true; } } } return false; } IList ScanObjects() { return ScanObjects(p => true); } IList ScanObjects(Func filter) { var iso_objects = GameObject.FindObjectsOfType(); var objects = new List(iso_objects.Length); foreach ( var iso_object in iso_objects ) { if ( filter(iso_object) ) { objects.Add(new ObjectInfo(iso_object)); } } return objects; } IList ScanDepends(IList objects) { var depends = new List(objects.Count); foreach ( var obj_a in objects ) { obj_a.Reset(depends.Count); var obj_ao = obj_a.IsoObject; for ( int i = 0; i < objects.Count; ++i ) { var obj_bo = objects[i].IsoObject; if ( IsDepends(obj_ao, obj_bo) ) { depends.Add(i); ++obj_a.EndDepend; } } } return depends; } void ManualSort(IList objects) { var depends = ScanDepends(objects); var depth = MinDepth; foreach ( var info in objects ) { PlaceObject(info, objects, depends, ref depth); } } void PlaceObject(IsoObject obj, float depth) { var trans = obj.gameObject.transform; trans.position = new Vector3(trans.position.x, trans.position.y, depth); } void PlaceObject(ObjectInfo info, IList objects, IList depends, ref float depth) { if ( !info.Visited ) { info.Visited = true; for ( int i = info.BeginDepend; i < info.EndDepend && i < depends.Count; ++i ) { var object_index = depends[i]; var obj = objects[object_index]; PlaceObject(obj, objects, depends, ref depth); } PlaceObject(info.IsoObject, depth); depth += (MaxDepth - MinDepth) / objects.Count; } } void StepSort() { if ( _dirty ) { ManualSort(ScanObjects(p => p.Sorting)); _dirty = false; } } void Start() { ChangeSortingProperty(); StepSort(); } void LateUpdate() { if ( Application.isEditor ) { if ( _lastTileType != _tileType ) TileType = _tileType; if ( !Mathf.Approximately(_lastTileSize, _tileSize) ) TileSize = _tileSize; if ( !Mathf.Approximately(_lastMinDepth, _minDepth) ) MinDepth = _minDepth; if ( !Mathf.Approximately(_lastMaxDepth, _maxDepth) ) MaxDepth = _maxDepth; } StepSort(); } void OnEnable() { MarkDirty(); } void OnDisable() { var objects = ScanObjects(); foreach ( var obj in objects ) { obj.IsoObject.ResetIsoWorld(); } } } } // namespace IsoTools