Files
unity-iso-tools/Assets/IsoTools/Scripts/IsoWorld.cs
BlackMATov bb7eaca49f alignment flag dynamic change fix.
alignment work in editor only.
mini code refactoring.
2015-02-15 22:12:21 +06:00

235 lines
6.3 KiB
C#

using UnityEngine;
using System.Collections.Generic;
namespace IsoTools {
[ExecuteInEditMode]
public class IsoWorld : MonoBehaviour {
/// <summary>World tile types.</summary>
public enum TileTypes {
Isometric,
UpDown
}
/// <summary>World tile type.</summary>
public TileTypes TileType = TileTypes.Isometric;
/// <summary>Isometric tile size.</summary>
public float TileSize = 32.0f;
/// <summary>Start sorting depth value.</summary>
public float StartDepth = 0.0f;
/// <summary>Step sorting depth value.</summary>
public float StepDepth = 0.1f;
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;
float _lastTileSize = 0.0f;
TileTypes _lastTileType = TileTypes.Isometric;
// ------------------------------------------------------------------------
/// <summary>
/// Marks world for resorting.
/// </summary>
// ------------------------------------------------------------------------
public void MarkDirty() {
_dirty = true;
}
// ------------------------------------------------------------------------
/// <summary>
/// Convert isometric coordinates to screen coordinates
/// </summary>
/// <returns>Screen coordinates</returns>
/// <param name="pos">Isometric coordinates.</param>
// ------------------------------------------------------------------------
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. Type is wrong!");
}
}
// ------------------------------------------------------------------------
/// <summary>
/// Convert screen coordinates to isometric coordinates
/// </summary>
/// <returns>Isometric coordinates</returns>
/// <param name="pos">Screen coordinates.</param>
// ------------------------------------------------------------------------
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. Type is wrong!");
}
}
// ------------------------------------------------------------------------
/// <summary>
/// Convert screen coordinates to isometric coordinates with specified isometric height
/// </summary>
/// <returns>Isometric coordinates</returns>
/// <param name="pos">Screen coordinates.</param>
/// <param name="iso_z">Point isometric height.</param>
// ------------------------------------------------------------------------
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. Type is wrong!");
}
}
void _fixAllTransforms() {
var objects = _scanObjects(false);
foreach ( var obj in objects ) {
obj.IsoObject.FixTransform();
}
}
void _fixTileSize() {
_fixAllTransforms();
_lastTileSize = TileSize;
}
void _fixTileType() {
_fixAllTransforms();
_lastTileType = TileType;
}
void _fixDirty() {
_manualSort();
_dirty = false;
}
void _fixDisable() {
var objects = _scanObjects(false);
foreach ( var obj in objects ) {
obj.IsoObject.ResetIsoWorld();
}
}
IList<ObjectInfo> _scanObjects(bool onlySorting) {
var iso_objects = GameObject.FindObjectsOfType<IsoObject>();
var objects = new List<ObjectInfo>(iso_objects.Length);
foreach ( var iso_object in iso_objects ) {
if ( !onlySorting || iso_object.Sorting ) {
var info = new ObjectInfo(iso_object);
objects.Add(info);
}
}
return objects;
}
IList<int> _scanDepends(IList<ObjectInfo> objects) {
var depends = new List<int>(objects.Count);
foreach ( var obj_a in objects ) {
obj_a.Reset(depends.Count);
var obj_ao = obj_a.IsoObject;
var max_ax = obj_ao.Position.x + obj_ao.Size.x;
var max_ay = obj_ao.Position.y + obj_ao.Size.y;
for ( int i = 0; i < objects.Count; ++i ) {
var obj_bo = objects[i].IsoObject;
if ( obj_ao != obj_bo ) {
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 ) {
depends.Add(i);
++obj_a.EndDepend;
}
}
}
}
}
return depends;
}
void _manualSort() {
var objects = _scanObjects(true);
var depends = _scanDepends(objects);
var depth = StartDepth;
foreach ( var info in objects ) {
_placeObject(info, objects, depends, ref depth);
}
}
void _placeObject(IsoObject obj, float depth) {
var pos = obj.gameObject.transform.position;
obj.gameObject.transform.position = new Vector3(pos.x, pos.y, depth);
}
void _placeObject(ObjectInfo info, IList<ObjectInfo> objects, IList<int> 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 += StepDepth;
}
}
void Start() {
_fixTileSize();
_fixTileType();
_fixDirty();
}
void LateUpdate() {
if ( _lastTileSize != TileSize ) {
_fixTileSize();
}
if ( _lastTileType != TileType ) {
_fixTileType();
}
if ( _dirty ) {
_fixDirty();
}
}
void OnDisable() {
_fixDisable();
}
}
} // namespace IsoTools