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- using System;
-
- namespace UnityEngine
- {
- /// <summary>
- /// Generic visual tile for creating different tilesets like terrain, pipeline, random or animated tiles.
- /// This is templated to accept a Neighbor Rule Class for Custom Rules.
- /// Use this for Hexagonal Grids.
- /// </summary>
- /// <typeparam name="T">Neighbor Rule Class for Custom Rules</typeparam>
- public class HexagonalRuleTile<T> : HexagonalRuleTile
- {
- /// <summary>
- /// Returns the Neighbor Rule Class type for this Rule Tile.
- /// </summary>
- public sealed override Type m_NeighborType => typeof(T);
- }
-
- /// <summary>
- /// Generic visual tile for creating different tilesets like terrain, pipeline, random or animated tiles.
- /// Use this for Hexagonal Grids.
- /// </summary>
- [Serializable]
- [HelpURL("https://docs.unity3d.com/Packages/com.unity.2d.tilemap.extras@latest/index.html?subfolder=/manual/RuleTile.html")]
- public class HexagonalRuleTile : RuleTile
- {
- /// <summary>
- /// Angle in which the HexagonalRuleTile is rotated by for matching in Degrees.
- /// </summary>
- public override int m_RotationAngle => 60;
-
- private static float[] m_CosAngleArr1 = {
- Mathf.Cos(0 * Mathf.Deg2Rad),
- Mathf.Cos(-60 * Mathf.Deg2Rad),
- Mathf.Cos(-120 * Mathf.Deg2Rad),
- Mathf.Cos(-180 * Mathf.Deg2Rad),
- Mathf.Cos(-240 * Mathf.Deg2Rad),
- Mathf.Cos(-300 * Mathf.Deg2Rad),
- };
- private static float[] m_SinAngleArr1 = {
- Mathf.Sin(0 * Mathf.Deg2Rad),
- Mathf.Sin(-60 * Mathf.Deg2Rad),
- Mathf.Sin(-120 * Mathf.Deg2Rad),
- Mathf.Sin(-180 * Mathf.Deg2Rad),
- Mathf.Sin(-240 * Mathf.Deg2Rad),
- Mathf.Sin(-300 * Mathf.Deg2Rad),
- };
- private static float[] m_CosAngleArr2 = {
- Mathf.Cos(0 * Mathf.Deg2Rad),
- Mathf.Cos(60 * Mathf.Deg2Rad),
- Mathf.Cos(120 * Mathf.Deg2Rad),
- Mathf.Cos(180 * Mathf.Deg2Rad),
- Mathf.Cos(240 * Mathf.Deg2Rad),
- Mathf.Cos(300 * Mathf.Deg2Rad),
- };
- private static float[] m_SinAngleArr2 = {
- Mathf.Sin(0 * Mathf.Deg2Rad),
- Mathf.Sin(60 * Mathf.Deg2Rad),
- Mathf.Sin(120 * Mathf.Deg2Rad),
- Mathf.Sin(180 * Mathf.Deg2Rad),
- Mathf.Sin(240 * Mathf.Deg2Rad),
- Mathf.Sin(300 * Mathf.Deg2Rad),
- };
-
- /// <summary>
- /// Whether this is a flat top Hexagonal Tile
- /// </summary>
- [DontOverride] public bool m_FlatTop;
-
- static float m_TilemapToWorldYScale = Mathf.Pow(1 - Mathf.Pow(0.5f, 2f), 0.5f);
-
- /// <summary>
- /// Converts a Tilemap Position to World Position.
- /// </summary>
- /// <param name="tilemapPosition">Tilemap Position to convert.</param>
- /// <returns>World Position.</returns>
- public static Vector3 TilemapPositionToWorldPosition(Vector3Int tilemapPosition)
- {
- Vector3 worldPosition = new Vector3(tilemapPosition.x, tilemapPosition.y);
- if (tilemapPosition.y % 2 != 0)
- worldPosition.x += 0.5f;
- worldPosition.y *= m_TilemapToWorldYScale;
- return worldPosition;
- }
-
- /// <summary>
- /// Converts a World Position to Tilemap Position.
- /// </summary>
- /// <param name="worldPosition">World Position to convert.</param>
- /// <returns>Tilemap Position.</returns>
- public static Vector3Int WorldPositionToTilemapPosition(Vector3 worldPosition)
- {
- worldPosition.y /= m_TilemapToWorldYScale;
- Vector3Int tilemapPosition = new Vector3Int();
- tilemapPosition.y = Mathf.RoundToInt(worldPosition.y);
- if (tilemapPosition.y % 2 != 0)
- tilemapPosition.x = Mathf.RoundToInt(worldPosition.x - 0.5f);
- else
- tilemapPosition.x = Mathf.RoundToInt(worldPosition.x);
- return tilemapPosition;
- }
-
- /// <summary>
- /// Get the offset for the given position with the given offset.
- /// </summary>
- /// <param name="position">Position to offset.</param>
- /// <param name="offset">Offset for the position.</param>
- /// <returns>The offset position.</returns>
- public override Vector3Int GetOffsetPosition(Vector3Int position, Vector3Int offset)
- {
- Vector3Int offsetPosition = position + offset;
-
- if (offset.y % 2 != 0 && position.y % 2 != 0)
- offsetPosition.x += 1;
-
- return offsetPosition;
- }
-
- /// <summary>
- /// Get the reversed offset for the given position with the given offset.
- /// </summary>
- /// <param name="position">Position to offset.</param>
- /// <param name="offset">Offset for the position.</param>
- /// <returns>The reversed offset position.</returns>
- public override Vector3Int GetOffsetPositionReverse(Vector3Int position, Vector3Int offset)
- {
- return GetOffsetPosition(position, GetRotatedPosition(offset, 180));
- }
-
- /// <summary>
- /// Gets a rotated position given its original position and the rotation in degrees.
- /// </summary>
- /// <param name="position">Original position of Tile.</param>
- /// <param name="rotation">Rotation in degrees.</param>
- /// <returns>Rotated position of Tile.</returns>
- public override Vector3Int GetRotatedPosition(Vector3Int position, int rotation)
- {
- if (rotation != 0)
- {
- Vector3 worldPosition = TilemapPositionToWorldPosition(position);
-
- int index = rotation / 60;
- if (m_FlatTop)
- {
- worldPosition = new Vector3(
- worldPosition.x * m_CosAngleArr2[index] - worldPosition.y * m_SinAngleArr2[index],
- worldPosition.x * m_SinAngleArr2[index] + worldPosition.y * m_CosAngleArr2[index]
- );
- }
- else
- {
- worldPosition = new Vector3(
- worldPosition.x * m_CosAngleArr1[index] - worldPosition.y * m_SinAngleArr1[index],
- worldPosition.x * m_SinAngleArr1[index] + worldPosition.y * m_CosAngleArr1[index]
- );
- }
-
- position = WorldPositionToTilemapPosition(worldPosition);
- }
- return position;
- }
-
- /// <summary>
- /// Gets a mirrored position given its original position and the mirroring axii.
- /// </summary>
- /// <param name="position">Original position of Tile.</param>
- /// <param name="mirrorX">Mirror in the X Axis.</param>
- /// <param name="mirrorY">Mirror in the Y Axis.</param>
- /// <returns>Mirrored position of Tile.</returns>
- public override Vector3Int GetMirroredPosition(Vector3Int position, bool mirrorX, bool mirrorY)
- {
- if (mirrorX || mirrorY)
- {
- Vector3 worldPosition = TilemapPositionToWorldPosition(position);
-
- if (m_FlatTop)
- {
- if (mirrorX)
- worldPosition.y *= -1;
- if (mirrorY)
- worldPosition.x *= -1;
- }
- else
- {
- if (mirrorX)
- worldPosition.x *= -1;
- if (mirrorY)
- worldPosition.y *= -1;
- }
-
- position = WorldPositionToTilemapPosition(worldPosition);
- }
- return position;
- }
- }
- }
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