Files
unity-iso-tools/Assets/IsoTools/Addons/Tiled/Internal/Editor/TiledMapAssetPostprocessor.cs

185 lines
6.9 KiB
C#

using UnityEngine;
using UnityEditor;
using IsoTools.Internal;
using System;
using System.IO;
using System.Linq;
using System.Collections.Generic;
namespace IsoTools.Tiled.Internal {
public class TiledMapAssetPostprocessor : AssetPostprocessor {
static void OnPostprocessAllAssets(
string[] imported_assets, string[] deleted_assets,
string[] moved_assets, string[] moved_from_asset_paths)
{
var asset_paths = imported_assets
.Where(p => Path.GetExtension(p).ToLower().Equals(".asset"));
foreach ( var asset_path in asset_paths ) {
var asset = AssetDatabase.LoadAssetAtPath<TiledMapAsset>(asset_path);
if ( asset ) {
TiledMapAssetProcess(asset_path, asset);
}
}
}
static void TiledMapAssetProcess(string asset_path, TiledMapAsset asset) {
try {
GenerateLayerMeshes(asset);
} catch ( Exception e ) {
Debug.LogErrorFormat(
"Postprocess tiled map asset error: {0}",
e.Message);
AssetDatabase.DeleteAsset(asset_path);
AssetDatabase.SaveAssets();
}
}
static void GenerateLayerMeshes(TiledMapAsset asset) {
var dirty = false;
for ( int i = 0; i < asset.Data.Layers.Count; ++i ) {
for ( int j = 0; j < asset.Data.Tilesets.Count; ++j ) {
var mesh_name = string.Format("mesh_{0}_{1}", j, i);
if ( !HasSubAsset(asset, mesh_name) ) {
var mesh = GenerateTilesetMesh(asset, j, i);
mesh.name = mesh_name;
AssetDatabase.AddObjectToAsset(mesh, asset);
dirty = true;
}
}
}
for ( int j = 0; j < asset.Data.Tilesets.Count; ++j ) {
var material_name = string.Format("material_{0}", j);
if ( !HasSubAsset(asset, material_name) ) {
var material = GenerateTilesetMaterial(asset, j);
material.name = material_name;
AssetDatabase.AddObjectToAsset(material, asset);
dirty = true;
}
}
if ( dirty ) {
EditorUtility.SetDirty(asset);
AssetDatabase.SaveAssets();
}
}
static bool HasSubAsset(TiledMapAsset asset, string subasset_name) {
var subassets = AssetDatabase.LoadAllAssetsAtPath(
AssetDatabase.GetAssetPath(asset));
return subassets.Any(p => p.name == subasset_name);
}
static Mesh GenerateTilesetMesh(TiledMapAsset asset, int tileset_index, int layer_index) {
var vertices = new List<Vector3>();
var triangles = new List<int>();
var uvs = new List<Vector2>();
for ( var tile_y = 0; tile_y < asset.Data.Height; ++tile_y ) {
for ( var tile_x = 0; tile_x < asset.Data.Width; ++tile_x ) {
var tile_gid = asset.Data
.Layers[layer_index]
.Tiles[tile_y * asset.Data.Width + tile_x];
if ( tile_gid > 0 && CheckTileGidByTileset(asset, tile_gid, tileset_index) ) {
var tile_iso_pos = new Vector2(
-tile_y + asset.Data.Height - 1,
-tile_x + asset.Data.Width - 1);
var tile_screen_pos = TiledIsoToScreen(asset, tile_iso_pos);
var tile_sprite = GetTileSprite(asset, tile_gid, tileset_index);
var tile_width = tile_sprite.rect.width / asset.PixelsPerUnit;
var tile_height = tile_sprite.rect.height / asset.PixelsPerUnit;
var tileset_data = asset.Data.Tilesets[tileset_index];
var tileset_offset_x = tileset_data.TileOffsetX / asset.PixelsPerUnit;
var tileset_offset_y = (tileset_data.TileHeight * 0.5f - tileset_data.TileOffsetY) / asset.PixelsPerUnit;
var vertex_pos =
IsoUtils.Vec3FromVec2(tile_screen_pos) -
IsoUtils.Vec3FromXY(tile_width, tile_height) * 0.5f +
IsoUtils.Vec3FromXY(tileset_offset_x, tileset_offset_y);
vertices.Add(vertex_pos);
vertices.Add(vertex_pos + IsoUtils.Vec3FromX (tile_width));
vertices.Add(vertex_pos + IsoUtils.Vec3FromXY(tile_width, tile_height));
vertices.Add(vertex_pos + IsoUtils.Vec3FromY (tile_height));
triangles.Add(vertices.Count - 4 + 2);
triangles.Add(vertices.Count - 4 + 1);
triangles.Add(vertices.Count - 4 + 0);
triangles.Add(vertices.Count - 4 + 0);
triangles.Add(vertices.Count - 4 + 3);
triangles.Add(vertices.Count - 4 + 2);
var tex_size = new Vector2(tile_sprite.texture.width, tile_sprite.texture.height);
uvs.Add(new Vector2(tile_sprite.rect.xMin / tex_size.x, tile_sprite.rect.yMin / tex_size.y));
uvs.Add(new Vector2(tile_sprite.rect.xMax / tex_size.x, tile_sprite.rect.yMin / tex_size.y));
uvs.Add(new Vector2(tile_sprite.rect.xMax / tex_size.x, tile_sprite.rect.yMax / tex_size.y));
uvs.Add(new Vector2(tile_sprite.rect.xMin / tex_size.x, tile_sprite.rect.yMax / tex_size.y));
}
}
}
var mesh = new Mesh();
mesh.vertices = vertices.ToArray();
mesh.triangles = triangles.ToArray();
mesh.uv = uvs.ToArray();
mesh.RecalculateNormals();
return mesh;
}
static Material GenerateTilesetMaterial(TiledMapAsset asset, int tileset_index) {
var shader = Shader.Find("Sprites/Default");
if ( !shader ) {
throw new UnityException("'Sprites/Default' shader not found");
}
var material = new Material(shader);
material.SetTexture("_MainTex", GetTilesetTexture(asset, tileset_index));
return material;
}
static Vector2 TiledIsoToScreen(TiledMapAsset asset, Vector2 iso_pnt) {
return new Vector2(
(iso_pnt.x - iso_pnt.y) * asset.Data.TileWidth * 0.5f / asset.PixelsPerUnit,
(iso_pnt.x + iso_pnt.y) * asset.Data.TileHeight * 0.5f / asset.PixelsPerUnit);
}
static bool CheckTileGidByTileset(TiledMapAsset asset, int tile_gid, int tileset_index) {
var tileset_data = asset.Data.Tilesets[tileset_index];
return
tile_gid >= tileset_data.FirstGid &&
tile_gid < tileset_data.FirstGid + tileset_data.TileCount;
}
static Sprite GetTileSprite(TiledMapAsset asset, int tile_gid, int tileset_index) {
var tileset_data = asset.Data.Tilesets[tileset_index];
var tile_sprite_name = string.Format(
"{0}_{1}",
Path.GetFileNameWithoutExtension(tileset_data.ImageSource),
tile_gid);
var tileset_assets = AssetDatabase.LoadAllAssetsAtPath(Path.Combine(
Path.GetDirectoryName(AssetDatabase.GetAssetPath(asset)),
tileset_data.ImageSource));
var tile_sprite = tileset_assets
.Where(p => p is Sprite && p.name == tile_sprite_name)
.Select(p => p as Sprite)
.FirstOrDefault();
if ( !tile_sprite ) {
throw new UnityException(string.Format(
"sprite ({0}) for tile ({1}) not found",
tile_sprite_name, tile_gid));
}
return tile_sprite;
}
static Texture2D GetTilesetTexture(TiledMapAsset asset, int tileset_index) {
var tileset_data = asset.Data.Tilesets[tileset_index];
var tileset_texture_path = Path.Combine(
Path.GetDirectoryName(AssetDatabase.GetAssetPath(asset)),
tileset_data.ImageSource);
var texture = AssetDatabase.LoadAssetAtPath<Texture2D>(tileset_texture_path);
if ( !texture ) {
throw new UnityException(string.Format(
"texture ({0}) for tileset ({1}) not found",
tileset_texture_path, tileset_index));
}
return texture;
}
}
}