Files
unity-iso-tools/Assets/IsoTools/Scripts/IsoWorld.cs
2015-02-19 01:13:00 +06:00

335 lines
9.1 KiB
C#

using UnityEngine;
using System.Linq;
using System.Collections.Generic;
namespace IsoTools {
[ExecuteInEditMode]
public class IsoWorld : MonoBehaviour {
/// <summary>World tile types.</summary>
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;
HashSet<IsoObject> _dirtyObjects = new HashSet<IsoObject>();
TileTypes _lastTileType = TileTypes.Isometric;
float _lastTileSize = 0.0f;
float _lastMinDepth = 0.0f;
float _lastMaxDepth = 0.0f;
[SerializeField]
public TileTypes _tileType = TileTypes.Isometric;
/// <summary>World tile type.</summary>
public TileTypes TileType {
get { return _tileType; }
set {
_tileType = value;
ChangeSortingProperty();
}
}
[SerializeField]
public float _tileSize = 32.0f;
/// <summary>Isometric tile size.</summary>
public float TileSize {
get { return _tileSize; }
set {
_tileSize = value;
ChangeSortingProperty();
}
}
[SerializeField]
public float _minDepth = 0.0f;
/// <summary>Min sorting depth value.</summary>
public float MinDepth {
get { return _minDepth; }
set {
_minDepth = value;
ChangeSortingProperty();
}
}
[SerializeField]
public float _maxDepth = 100.0f;
/// <summary>Max sorting depth value.</summary>
public float MaxDepth {
get { return _maxDepth; }
set {
_maxDepth = value;
ChangeSortingProperty();
}
}
// ------------------------------------------------------------------------
/// <summary>
/// Marks world for resorting.
/// </summary>
// ------------------------------------------------------------------------
public void MarkDirty() {
_dirty = true;
}
// ------------------------------------------------------------------------
/// <summary>
/// Marks world for resorting one object only
/// </summary>
/// <param name="obj">Isometric object for resorting.</param>
// ------------------------------------------------------------------------
public void MarkDirty(IsoObject obj) {
_dirtyObjects.Add(obj);
}
// ------------------------------------------------------------------------
/// <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();
foreach ( var obj in objects ) {
obj.IsoObject.FixTransform();
}
}
void ChangeSortingProperty() {
MarkDirty();
FixAllTransforms();
_lastTileType = TileType;
_lastTileSize = TileSize;
_lastMinDepth = MinDepth;
_lastMaxDepth = MaxDepth;
}
IList<ObjectInfo> ScanObjects() {
var iso_objects = GameObject.FindObjectsOfType<IsoObject>();
var objects = new List<ObjectInfo>(iso_objects.Length);
foreach ( var iso_object in iso_objects ) {
objects.Add(new ObjectInfo(iso_object));
}
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(IList<ObjectInfo> objects) {
var depends = ScanDepends(objects);
var depth = MinDepth;
foreach ( var info in objects ) {
PlaceObject(info, objects, depends, ref depth);
}
}
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;
}
void ManualSort(IsoObject obj, IList<ObjectInfo> objects) {
var min_depth = float.MinValue;
foreach ( var obj_b in objects ) {
if ( IsDepends(obj, obj_b.IsoObject) ) {
min_depth = Mathf.Max(min_depth, obj_b.IsoObject.transform.position.z);
}
}
var max_depth = float.MaxValue;
foreach ( var obj_a in objects ) {
if ( IsDepends(obj_a.IsoObject, obj) ) {
max_depth = Mathf.Min(max_depth, obj_a.IsoObject.transform.position.z);
}
}
if ( min_depth == float.MinValue ) {
min_depth = MinDepth;
}
if ( max_depth == float.MaxValue ) {
max_depth = MaxDepth;
}
//TODO: magic number
var min_depth_step = 0.01f;
if ( Mathf.Abs(max_depth - min_depth) < min_depth_step ) {
MarkDirty();
} else {
PlaceObject(obj, (min_depth + max_depth) / 2.0f);
}
}
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 += (MaxDepth - MinDepth) / objects.Count;
}
}
void SmartSort() {
if ( _dirty || _dirtyObjects.Count > 0 ) {
var objects = ScanObjects().Where(p => p.IsoObject.Sorting).ToList();
if ( _dirty ) {
ManualSort(objects);
} else {
foreach ( var obj in _dirtyObjects ) {
ManualSort(obj, objects);
if ( _dirty ) {
ManualSort(objects);
break;
}
}
}
_dirty = false;
_dirtyObjects.Clear();
}
}
void Start() {
ChangeSortingProperty();
ManualSort(ScanObjects());
}
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;
}
SmartSort();
}
void OnEnable() {
MarkDirty();
}
void OnDisable() {
var objects = ScanObjects();
foreach ( var obj in objects ) {
obj.IsoObject.ResetIsoWorld();
}
}
}
} // namespace IsoTools