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RandomBrush.cs 17KB

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  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using UnityEngine;
  5. using UnityEngine.Tilemaps;
  6. namespace UnityEditor.Tilemaps
  7. {
  8. /// <summary>
  9. /// This Brush helps to place random Tiles onto a Tilemap.
  10. /// Use this as an example to create brushes which store specific data per brush and to make brushes which randomize behaviour.
  11. /// </summary>
  12. [HelpURL("https://docs.unity3d.com/Packages/com.unity.2d.tilemap.extras@latest/index.html?subfolder=/manual/RandomBrush.html")]
  13. [CustomGridBrush(false, false, false, "Random Brush")]
  14. public class RandomBrush : GridBrush
  15. {
  16. internal struct SizeEnumerator : IEnumerator<Vector3Int>
  17. {
  18. private readonly Vector3Int _min, _max, _delta;
  19. private Vector3Int _current;
  20. public SizeEnumerator(Vector3Int min, Vector3Int max, Vector3Int delta)
  21. {
  22. _min = _current = min;
  23. _max = max;
  24. _delta = delta;
  25. Reset();
  26. }
  27. public SizeEnumerator GetEnumerator()
  28. {
  29. return this;
  30. }
  31. public bool MoveNext()
  32. {
  33. if (_current.z >= _max.z)
  34. return false;
  35. _current.x += _delta.x;
  36. if (_current.x >= _max.x)
  37. {
  38. _current.x = _min.x;
  39. _current.y += _delta.y;
  40. if (_current.y >= _max.y)
  41. {
  42. _current.y = _min.y;
  43. _current.z += _delta.z;
  44. if (_current.z >= _max.z)
  45. return false;
  46. }
  47. }
  48. return true;
  49. }
  50. public void Reset()
  51. {
  52. _current = _min;
  53. _current.x -= _delta.x;
  54. }
  55. public Vector3Int Current { get { return _current; } }
  56. object IEnumerator.Current { get { return Current; } }
  57. void IDisposable.Dispose() {}
  58. }
  59. /// <summary>
  60. /// A data structure for storing a set of Tiles used for randomization
  61. /// </summary>
  62. [Serializable]
  63. public struct RandomTileSet
  64. {
  65. /// <summary>
  66. /// A set of tiles to be painted as a set
  67. /// </summary>
  68. public TileBase[] randomTiles;
  69. }
  70. [Serializable]
  71. public struct RandomTileChangeDataSet
  72. {
  73. /// <summary>
  74. /// A set of tiles to be painted as a set with transform and color data
  75. /// </summary>
  76. public TileChangeData[] randomTileChangeData;
  77. }
  78. /// <summary>
  79. /// The size of a RandomTileSet
  80. /// </summary>
  81. public Vector3Int randomTileSetSize = Vector3Int.one;
  82. /// <summary>
  83. /// An array of RandomTileSets to choose from when randomizing
  84. /// </summary>
  85. public RandomTileSet[] randomTileSets;
  86. /// <summary>
  87. /// An array of RandomTileSets to choose from when randomizing
  88. /// </summary>
  89. public RandomTileChangeDataSet[] randomTileChangeDataSets;
  90. /// <summary>
  91. /// A flag to determine if picking will add new RandomTileSets
  92. /// </summary>
  93. public bool pickRandomTiles;
  94. /// <summary>
  95. /// A flag to determine if picking will add to existing RandomTileSets
  96. /// </summary>
  97. public bool addToRandomTiles;
  98. private void OnEnable()
  99. {
  100. // Update brush from original randomTileSet
  101. if (randomTileSets == null
  102. || (randomTileChangeDataSets != null
  103. && randomTileChangeDataSets.Length == randomTileSets.Length))
  104. return;
  105. randomTileChangeDataSets = new RandomTileChangeDataSet[randomTileSets.Length];
  106. for (var i = 0; i < randomTileSets.Length; ++i)
  107. {
  108. var sizeCount = randomTileSetSize.x * randomTileSetSize.y * randomTileSetSize.z;
  109. randomTileChangeDataSets[i].randomTileChangeData = new TileChangeData[sizeCount];
  110. for (var j = 0; j < sizeCount; ++j)
  111. {
  112. randomTileChangeDataSets[i].randomTileChangeData[j].tile = randomTileSets[i].randomTiles[j];
  113. randomTileChangeDataSets[i].randomTileChangeData[j].transform = Matrix4x4.identity;
  114. randomTileChangeDataSets[i].randomTileChangeData[j].color = Color.white;
  115. }
  116. }
  117. }
  118. /// <summary>
  119. /// Paints RandomTileSets into a given position within the selected layers.
  120. /// The RandomBrush overrides this to provide randomized painting functionality.
  121. /// </summary>
  122. /// <param name="grid">Grid used for layout.</param>
  123. /// <param name="brushTarget">Target of the paint operation. By default the currently selected GameObject.</param>
  124. /// <param name="position">The coordinates of the cell to paint data to.</param>
  125. public override void Paint(GridLayout grid, GameObject brushTarget, Vector3Int position)
  126. {
  127. if (randomTileChangeDataSets != null && randomTileChangeDataSets.Length > 0)
  128. {
  129. if (brushTarget == null)
  130. return;
  131. var tilemap = brushTarget.GetComponent<Tilemap>();
  132. if (tilemap == null)
  133. return;
  134. var min = position - pivot;
  135. foreach (var startLocation in new SizeEnumerator(min, min + size, randomTileSetSize))
  136. {
  137. var randomTileChangeDataSet = randomTileChangeDataSets[(int) (randomTileChangeDataSets.Length * UnityEngine.Random.value)];
  138. var randomBounds = new BoundsInt(startLocation, randomTileSetSize);
  139. var i = 0;
  140. foreach (var pos in randomBounds.allPositionsWithin)
  141. {
  142. randomTileChangeDataSet.randomTileChangeData[i++].position = pos;
  143. }
  144. tilemap.SetTiles(randomTileChangeDataSet.randomTileChangeData, false);
  145. }
  146. }
  147. else
  148. {
  149. base.Paint(grid, brushTarget, position);
  150. }
  151. }
  152. /// <summary>
  153. /// Picks RandomTileSets given the coordinates of the cells.
  154. /// The RandomBrush overrides this to provide picking functionality for RandomTileSets.
  155. /// </summary>
  156. /// <param name="gridLayout">Grid to pick data from.</param>
  157. /// <param name="brushTarget">Target of the picking operation. By default the currently selected GameObject.</param>
  158. /// <param name="bounds">The coordinates of the cells to paint data from.</param>
  159. /// <param name="pickStart">Pivot of the picking brush.</param>
  160. public override void Pick(GridLayout gridLayout, GameObject brushTarget, BoundsInt bounds, Vector3Int pickStart)
  161. {
  162. base.Pick(gridLayout, brushTarget, bounds, pickStart);
  163. if (!pickRandomTiles)
  164. return;
  165. var tilemap = brushTarget.GetComponent<Tilemap>();
  166. if (tilemap == null)
  167. return;
  168. var i = 0;
  169. var count = ((bounds.size.x + randomTileSetSize.x - 1) / randomTileSetSize.x)
  170. * ((bounds.size.y + randomTileSetSize.y - 1) / randomTileSetSize.y)
  171. * ((bounds.size.z + randomTileSetSize.z - 1) / randomTileSetSize.z);
  172. if (addToRandomTiles)
  173. {
  174. i = randomTileSets != null ? randomTileSets.Length : 0;
  175. count += i;
  176. }
  177. Array.Resize(ref randomTileSets, count);
  178. Array.Resize(ref randomTileChangeDataSets, count);
  179. foreach (var startLocation in new SizeEnumerator(bounds.min, bounds.max, randomTileSetSize))
  180. {
  181. randomTileSets[i].randomTiles = new TileBase[randomTileSetSize.x * randomTileSetSize.y * randomTileSetSize.z];
  182. randomTileChangeDataSets[i].randomTileChangeData = new TileChangeData[randomTileSetSize.x * randomTileSetSize.y * randomTileSetSize.z];
  183. var randomBounds = new BoundsInt(startLocation, randomTileSetSize);
  184. var j = 0;
  185. foreach (var pos in randomBounds.allPositionsWithin)
  186. {
  187. var inBounds = pos.x < bounds.max.x && pos.y < bounds.max.y && pos.z < bounds.max.z;
  188. var tile = inBounds ? tilemap.GetTile(pos) : null;
  189. randomTileSets[i].randomTiles[j] = tile;
  190. randomTileChangeDataSets[i].randomTileChangeData[j].tile = tile;
  191. randomTileChangeDataSets[i].randomTileChangeData[j].transform = inBounds ? tilemap.GetTransformMatrix(pos) : Matrix4x4.identity;
  192. randomTileChangeDataSets[i].randomTileChangeData[j].color = inBounds ? tilemap.GetColor(pos) : Color.white;
  193. j++;
  194. }
  195. i++;
  196. }
  197. }
  198. }
  199. /// <summary>
  200. /// The Brush Editor for a Random Brush.
  201. /// </summary>
  202. [CustomEditor(typeof(RandomBrush))]
  203. public class RandomBrushEditor : GridBrushEditor
  204. {
  205. private RandomBrush randomBrush { get { return target as RandomBrush; } }
  206. private GameObject lastBrushTarget;
  207. /// <summary>
  208. /// Paints preview data into a cell of a grid given the coordinates of the cell.
  209. /// The RandomBrush Editor overrides this to draw the preview of the brush for RandomTileSets
  210. /// </summary>
  211. /// <param name="grid">Grid to paint data to.</param>
  212. /// <param name="brushTarget">Target of the paint operation. By default the currently selected GameObject.</param>
  213. /// <param name="position">The coordinates of the cell to paint data to.</param>
  214. public override void PaintPreview(GridLayout grid, GameObject brushTarget, Vector3Int position)
  215. {
  216. if (randomBrush.randomTileChangeDataSets != null && randomBrush.randomTileChangeDataSets.Length > 0)
  217. {
  218. base.PaintPreview(grid, null, position);
  219. if (brushTarget == null)
  220. return;
  221. var tilemap = brushTarget.GetComponent<Tilemap>();
  222. if (tilemap == null)
  223. return;
  224. var min = position - randomBrush.pivot;
  225. foreach (var startLocation in new RandomBrush.SizeEnumerator(min, min + randomBrush.size, randomBrush.randomTileSetSize))
  226. {
  227. var randomTileChangeDataSet = randomBrush.randomTileChangeDataSets[(int) (randomBrush.randomTileChangeDataSets.Length * UnityEngine.Random.value)];
  228. var randomBounds = new BoundsInt(startLocation, randomBrush.randomTileSetSize);
  229. var j = 0;
  230. foreach (Vector3Int pos in randomBounds.allPositionsWithin)
  231. {
  232. tilemap.SetEditorPreviewTile(pos, randomTileChangeDataSet.randomTileChangeData[j].tile);
  233. tilemap.SetEditorPreviewTransformMatrix(pos, randomTileChangeDataSet.randomTileChangeData[j].transform);
  234. tilemap.SetEditorPreviewColor(pos, randomTileChangeDataSet.randomTileChangeData[j].color);
  235. j++;
  236. }
  237. }
  238. lastBrushTarget = brushTarget;
  239. }
  240. else
  241. {
  242. base.PaintPreview(grid, brushTarget, position);
  243. }
  244. }
  245. /// <summary>
  246. /// Clears all RandomTileSet previews.
  247. /// </summary>
  248. public override void ClearPreview()
  249. {
  250. if (lastBrushTarget != null)
  251. {
  252. var tilemap = lastBrushTarget.GetComponent<Tilemap>();
  253. if (tilemap == null)
  254. return;
  255. tilemap.ClearAllEditorPreviewTiles();
  256. lastBrushTarget = null;
  257. }
  258. else
  259. {
  260. base.ClearPreview();
  261. }
  262. }
  263. /// <summary>
  264. /// Callback for painting the inspector GUI for the RandomBrush in the Tile Palette.
  265. /// The RandomBrush Editor overrides this to have a custom inspector for this Brush.
  266. /// </summary>
  267. public override void OnPaintInspectorGUI()
  268. {
  269. EditorGUI.BeginChangeCheck();
  270. randomBrush.pickRandomTiles = EditorGUILayout.Toggle("Pick Random Tiles", randomBrush.pickRandomTiles);
  271. using (new EditorGUI.DisabledScope(!randomBrush.pickRandomTiles))
  272. {
  273. randomBrush.addToRandomTiles = EditorGUILayout.Toggle("Add To Random Tiles", randomBrush.addToRandomTiles);
  274. }
  275. EditorGUI.BeginChangeCheck();
  276. randomBrush.randomTileSetSize = EditorGUILayout.Vector3IntField("Tile Set Size", randomBrush.randomTileSetSize);
  277. if (EditorGUI.EndChangeCheck())
  278. {
  279. for (var i = 0; i < randomBrush.randomTileSets.Length; ++i)
  280. {
  281. var sizeCount = randomBrush.randomTileSetSize.x * randomBrush.randomTileSetSize.y *
  282. randomBrush.randomTileSetSize.z;
  283. randomBrush.randomTileSets[i].randomTiles = new TileBase[sizeCount];
  284. randomBrush.randomTileChangeDataSets[i].randomTileChangeData = new TileChangeData[sizeCount];
  285. for (var j = 0; j < sizeCount; ++j)
  286. {
  287. randomBrush.randomTileChangeDataSets[i].randomTileChangeData[j].tile = randomBrush.randomTileSets[i].randomTiles[j];
  288. randomBrush.randomTileChangeDataSets[i].randomTileChangeData[j].transform = Matrix4x4.identity;
  289. randomBrush.randomTileChangeDataSets[i].randomTileChangeData[j].color = Color.white;
  290. }
  291. }
  292. }
  293. int randomTileSetCount = EditorGUILayout.DelayedIntField("Number of Tiles", randomBrush.randomTileSets != null ? randomBrush.randomTileSets.Length : 0);
  294. if (randomTileSetCount < 0)
  295. randomTileSetCount = 0;
  296. if (randomBrush.randomTileSets == null || randomBrush.randomTileSets.Length != randomTileSetCount)
  297. {
  298. Array.Resize(ref randomBrush.randomTileSets, randomTileSetCount);
  299. Array.Resize(ref randomBrush.randomTileChangeDataSets, randomTileSetCount);
  300. for (var i = 0; i < randomBrush.randomTileSets.Length; ++i)
  301. {
  302. var sizeCount = randomBrush.randomTileSetSize.x * randomBrush.randomTileSetSize.y *
  303. randomBrush.randomTileSetSize.z;
  304. if (randomBrush.randomTileSets[i].randomTiles == null
  305. || randomBrush.randomTileSets[i].randomTiles.Length != sizeCount)
  306. {
  307. randomBrush.randomTileSets[i].randomTiles = new TileBase[sizeCount];
  308. randomBrush.randomTileChangeDataSets[i].randomTileChangeData = new TileChangeData[sizeCount];
  309. for (var j = 0; j < sizeCount; ++j)
  310. {
  311. randomBrush.randomTileChangeDataSets[i].randomTileChangeData[j].tile = randomBrush.randomTileSets[i].randomTiles[j];
  312. randomBrush.randomTileChangeDataSets[i].randomTileChangeData[j].transform = Matrix4x4.identity;
  313. randomBrush.randomTileChangeDataSets[i].randomTileChangeData[j].color = Color.white;
  314. }
  315. }
  316. }
  317. }
  318. if (randomTileSetCount > 0)
  319. {
  320. EditorGUILayout.Space();
  321. EditorGUILayout.LabelField("Place random tiles.");
  322. for (var i = 0; i < randomTileSetCount; i++)
  323. {
  324. EditorGUILayout.LabelField("Tile Set " + (i+1));
  325. for (var j = 0; j < randomBrush.randomTileSets[i].randomTiles.Length; ++j)
  326. {
  327. randomBrush.randomTileSets[i].randomTiles[j] = (TileBase) EditorGUILayout.ObjectField("Tile " + (j+1), randomBrush.randomTileSets[i].randomTiles[j], typeof(TileBase), false, null);
  328. if (randomBrush.randomTileChangeDataSets != null
  329. && randomBrush.randomTileChangeDataSets.Length > i)
  330. {
  331. randomBrush.randomTileChangeDataSets[i].randomTileChangeData ??=
  332. new TileChangeData[randomBrush.randomTileSets[i].randomTiles.Length];
  333. randomBrush.randomTileChangeDataSets[i].randomTileChangeData[j].tile = randomBrush.randomTileSets[i].randomTiles[j];
  334. }
  335. }
  336. }
  337. }
  338. if (EditorGUI.EndChangeCheck())
  339. {
  340. EditorUtility.SetDirty(randomBrush);
  341. }
  342. }
  343. }
  344. }