mirror of
https://github.com/BlackMATov/unity-iso-tools.git
synced 2025-12-15 01:12:05 +07:00
235 lines
6.3 KiB
C#
235 lines
6.3 KiB
C#
using UnityEngine;
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using System.Collections.Generic;
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namespace IsoTools {
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[ExecuteInEditMode]
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public class IsoWorld : MonoBehaviour {
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/// <summary>World tile types.</summary>
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public enum TileTypes {
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Isometric,
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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 StartDepth = 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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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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bool _dirty = true;
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float _lastTileSize = 0.0f;
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TileTypes _lastTileType = TileTypes.Isometric;
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// ------------------------------------------------------------------------
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/// <summary>
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/// Marks world for resorting.
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/// </summary>
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// ------------------------------------------------------------------------
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public void MarkDirty() {
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_dirty = true;
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}
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// ------------------------------------------------------------------------
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/// <summary>
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/// Convert isometric coordinates to screen coordinates
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/// </summary>
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/// <returns>Screen coordinates</returns>
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/// <param name="pos">Isometric coordinates.</param>
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// ------------------------------------------------------------------------
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public Vector2 IsoToScreen(Vector3 pos) {
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switch ( TileType ) {
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case TileTypes.Isometric:
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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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case TileTypes.UpDown:
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return new Vector2(
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pos.x,
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pos.y + pos.z) * TileSize;
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default:
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throw new UnityException("IsoWorld. Type is wrong!");
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}
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}
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// ------------------------------------------------------------------------
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/// <summary>
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/// Convert screen coordinates to isometric coordinates
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/// </summary>
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/// <returns>Isometric coordinates</returns>
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/// <param name="pos">Screen coordinates.</param>
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// ------------------------------------------------------------------------
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public Vector3 ScreenToIso(Vector2 pos) {
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switch ( TileType ) {
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case TileTypes.Isometric:
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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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case TileTypes.UpDown:
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return new Vector3(
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pos.x,
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pos.y,
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0.0f) / TileSize;
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default:
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throw new UnityException("IsoWorld. Type is wrong!");
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}
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}
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// ------------------------------------------------------------------------
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/// <summary>
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/// Convert screen coordinates to isometric coordinates with specified isometric height
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/// </summary>
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/// <returns>Isometric coordinates</returns>
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/// <param name="pos">Screen coordinates.</param>
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/// <param name="iso_z">Point isometric height.</param>
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// ------------------------------------------------------------------------
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public Vector3 ScreenToIso(Vector2 pos, float iso_z) {
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switch ( TileType ) {
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case TileTypes.Isometric: {
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var iso_pos = ScreenToIso(new Vector2(pos.x, pos.y - iso_z * TileSize));
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iso_pos.z = iso_z;
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return iso_pos;
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}
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case TileTypes.UpDown: {
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var iso_pos = ScreenToIso(new Vector2(pos.x, pos.y - iso_z * TileSize));
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iso_pos.z = iso_z;
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return iso_pos;
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}
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default:
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throw new UnityException("IsoWorld. Type is wrong!");
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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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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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_fixAllTransforms();
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_lastTileSize = TileSize;
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}
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void _fixTileType() {
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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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_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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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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}
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return objects;
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}
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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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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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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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var depth = StartDepth;
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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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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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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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}
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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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_fixTileSize();
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_fixTileType();
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_fixDirty();
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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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}
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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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}
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}
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void OnDisable() {
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_fixDisable();
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}
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}
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} // namespace IsoTools |