Created
September 9, 2021 03:15
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Unity Tilemap tools.
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public static class Tools | |
{ | |
/// <summary> | |
/// Get the average color of a texture. The more samplePoints, the more accurate is the average color but also takes more performance. | |
/// </summary> | |
/// <param name="sprite"></param> | |
/// <param name="_samplePoints"></param> | |
/// <returns></returns> | |
public static Color GetTextureAverageColor(Sprite sprite, int _samplePoints) | |
{ | |
Color sampleColor = new Color(); | |
float r = 0; | |
float g = 0; | |
float b = 0; | |
if (sprite != null) | |
{ | |
for (int i = 0; i < _samplePoints; i++) | |
{ | |
Vector2 point = new Vector2(Random.Range(0, sprite.texture.width), Random.Range(0, sprite.texture.height)); | |
sampleColor = sprite.texture.GetPixel((int)point.x, (int)point.y); | |
r += sampleColor.r; | |
g += sampleColor.g; | |
b += sampleColor.b; | |
} | |
} | |
return new Color(r / _samplePoints, g / _samplePoints, b / _samplePoints); | |
} | |
/// <summary> | |
/// Create a Unity Tile array out of a sprite array input. | |
/// </summary> | |
/// <param name="_spriteInput"></param> | |
/// <returns></returns> | |
public static Tile[] CreateTilesOutOfSprites(Sprite[] _spriteInput) | |
{ | |
Tile[] outputTiles = new Tile[_spriteInput.Length]; | |
for (int i = 0; i < _spriteInput.Length; i++) | |
{ | |
Tile tempTile = ScriptableObject.CreateInstance<Tile>(); | |
tempTile.sprite = _spriteInput[i]; | |
tempTile.colliderType = Tile.ColliderType.Sprite; | |
tempTile.color = Color.white; | |
tempTile.name = "TempTile"; | |
outputTiles[i] = tempTile; | |
} | |
return outputTiles; | |
} | |
public static Tilemap CreateTilemap(string tilemapName, Grid grid) | |
{ | |
var go = new GameObject(tilemapName); | |
var tm = go.AddComponent<Tilemap>(); | |
var tr = go.AddComponent<TilemapRenderer>(); | |
tm.tileAnchor = new Vector3(grid.transform.position.x + 0.5f, grid.transform.position.y + 0.5f, 0); | |
go.transform.SetParent(grid.transform); | |
tr.sortingLayerName = "Default"; | |
return tm; | |
} | |
public static Vector2[] ResetHeightValues(Vector2[] _tileHeightValues, int _numberOfSprites) | |
{ | |
_tileHeightValues = new Vector2[_numberOfSprites]; | |
float pieceHeight = 1f / (float)_numberOfSprites; | |
float currentHeight = 1; | |
for (int i = 0; i < _numberOfSprites; i++) | |
{ | |
_tileHeightValues[i] = new Vector2(currentHeight, currentHeight - pieceHeight); | |
currentHeight -= pieceHeight; | |
if (currentHeight <= 0) currentHeight = 0; | |
} | |
return _tileHeightValues; | |
} | |
public static Texture2D DrawPreviewTexture(int _mapWidth, int _mapHeight, Vector2[] _tileHeightValues, float[,] _noiseValues, Sprite[] _spriteInput) | |
{ | |
Texture2D texture = new Texture2D(_mapWidth, _mapHeight, TextureFormat.ARGB32, false); | |
if (_tileHeightValues != null) | |
{ | |
for (int x = 0; x < _mapWidth; x++) | |
{ | |
for (int y = 0; y < _mapHeight; y++) | |
{ | |
float currentHeight = _noiseValues[x, y]; | |
for (int i = 0; i < _tileHeightValues.Length; i++) | |
{ | |
if (currentHeight <= _tileHeightValues[i].x && currentHeight >= _tileHeightValues[i].y) | |
{ | |
Color texSimpleColor = Tools.GetTextureAverageColor(_spriteInput[i], 3); | |
texture.SetPixel(x, y, new Color(texSimpleColor.r, texSimpleColor.g, texSimpleColor.b, 1)); | |
break; | |
} | |
} | |
} | |
} | |
} | |
texture.filterMode = FilterMode.Point; | |
texture.Apply(); | |
return texture; | |
} | |
public static float[,] ApplyFallOffMap(float[,] _noiseValues, float _valueA, float _valueB) | |
{ | |
float[,] outputMap = _noiseValues; | |
int width = _noiseValues.GetLength(0); | |
int height = _noiseValues.GetLength(1); | |
float[,] fallOffMap = FalloffGenerator.GenerateFalloffMap(width, height, _valueA, _valueB); | |
for (int x = 0; x < width; x++) | |
{ | |
for (int y = 0; y < height; y++) | |
{ | |
outputMap[x, y] = Mathf.Clamp01(_noiseValues[x, y] - fallOffMap[x, y]); | |
} | |
} | |
return outputMap; | |
} | |
public static Vector2[] AlignHeightValues(Vector2[] _heightValues) | |
{ | |
Vector2[] outputValues = _heightValues; | |
for (int i = 0; i < _heightValues.Length; i++) | |
{ | |
if (i > 0) | |
{ | |
outputValues[i].x = outputValues[i - 1].y; | |
} | |
} | |
return outputValues; | |
} | |
public static Texture2D GetHeightMapTexture(float[,] _mapValues) | |
{ | |
int mapWidth = _mapValues.GetLength(0); | |
int mapHeight = _mapValues.GetLength(1); | |
Texture2D outputTexture = new Texture2D(mapWidth, mapHeight); | |
for (int x = 0; x < mapWidth; x++) | |
{ | |
for (int y = 0; y < mapHeight; y++) | |
{ | |
outputTexture.SetPixel(x, y, new Color(_mapValues[x, y], _mapValues[x, y], _mapValues[x, y], 1)); | |
} | |
} | |
outputTexture.filterMode = FilterMode.Point; | |
outputTexture.Apply(); | |
return outputTexture; | |
} | |
} |
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