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A simple tile editor script.

Here's how you use it, first import those two scripts, the first one can be anywhere, you probably want to place it with your game scripts.

<csharp> using UnityEngine; using System.Collections; using System.Collections.Generic;

public class Tiles : MonoBehaviour { //the size of the grid, sometimes non-square grid may be useful public float width = 32.0f; public float height = 32.0f;

//offset, just in case someone wants to adjust the position of the grid public float offsetX = 0.0f; public float offsetY = 0.0f;

//the color of the lines, someone it has to be adjusted for better visibility public Color color = Color.white;

//shortcuts public string drawKey = ""; public string deleteKey = ""; public string disableKey = ""; public string alignKey = ""; public string setParentKey = "";

//depth += 1.0f shortcut public string incDepthKey = ""; //depth -= 1.0f shortcut public string decDepthKey = "";

//depth at which the tiles are placed public float depth = 0.0f;

//objects' offset from grid public float objOffsetX = 0.0f; public float objOffsetY = 0.0f;

//is tile placing enabled public bool enabled = false;

//the tiles' parent object public Transform parent;

void OnDrawGizmos() {

               if (!enabled)


//Camera.current gets us the sceneview's camera Camera c = Camera.current; Vector3 cPos = c.transform.position;

Gizmos.color = color;

//draw horizontal lines... I cheat length and how many lines are drawn a bit here, ugly but works //float.MinValue, float.MaxValue and float.NegativeInfinity, float.PositiveInfinity didn't work for (float y = cPos.y - c.orthographicSize*4.0f; y < cPos.y + c.orthographicSize*4.0f; y+= height) {

Gizmos.DrawLine(new Vector3(-1000000.0f, Mathf.Floor(y/height) * height + offsetY, 0.0f), new Vector3(1000000.0f, Mathf.Floor(y/height) * height + offsetY, 0.0f)); }

//pretty much the same thing for the vertical lines for (float x = cPos.x - c.orthographicSize*4.0f; x < cPos.x + c.orthographicSize*4.0f; x+= height) {

Gizmos.DrawLine(new Vector3(Mathf.Floor(x/width) * width + offsetX, -1000000.0f, 0.0f), new Vector3(Mathf.Floor(x/width) * width + offsetX, 1000000.0f, 0.0f)); } } } </csharp>

The second script you need to place in the Editor folder, it extends the Tiles class.

<csharp> using UnityEngine; using UnityEditor; using System.Collections;

[CustomEditor (typeof(Tiles))] public class TilesEditor : Editor { Tiles tileMgr;

//last aligned pos, we'll use it to _NOT_ create multiple tiles in the same place bool lastPosSet = false; Vector3 lastPos;

//have any tiles been moved? We'll use that for Undo bool moved = false;

//have tiles been painted? We'll use that for Undo bool painted = false;

//have tiles been deleted? We'll use that for Undo bool deleted = false;

void OnEnable() { tileMgr = (Tiles)target; SceneView.onSceneGUIDelegate += UpdateTiles; }

void UpdateTiles(SceneView sceneview) { //get the current event Event e = Event.current;

//if the toggle key is set and was pressed, change then toggle activation if ((tileMgr.disableKey != "") && (e.isKey && e.character == tileMgr.disableKey[0])) tileMgr.enabled = false;

//if disabled, return if (tileMgr.enabled == false) return;

//calculating the world space mouse position in the scene view Vector3 tmp = new Vector3(e.mousePosition.x, -e.mousePosition.y + Camera.current.pixelHeight); Ray r = Camera.current.ScreenPointToRay(tmp); Vector3 mousePos = new Vector3(r.origin.x, r.origin.y, tileMgr.depth);

//aligning to grid Vector3 aligned = new Vector3( Mathf.Floor((mousePos.x - tileMgr.offsetX)/tileMgr.width)*tileMgr.width + tileMgr.width/2.0f + (tileMgr.offsetX) + tileMgr.objOffsetX, Mathf.Floor((mousePos.y - tileMgr.offsetY)/tileMgr.height)*tileMgr.height + tileMgr.height/2.0f + (tileMgr.offsetY) + tileMgr.objOffsetY, tileMgr.depth);

//if drawKey is set then draw the aligned tile if ((tileMgr.setParentKey != "") && (e.isKey && e.character == tileMgr.setParentKey[0])) { if (Selection.activeObject != null) tileMgr.parent = (Transform)Selection.activeObject; } else if ((tileMgr.drawKey != "") && (e.isKey && e.character == tileMgr.drawKey[0])) { if ((lastPos == aligned) && lastPosSet) return;

if (Selection.activeObject == null) return;

if (!painted) { Undo.IncrementCurrentEventIndex(); //Create undo state for the tile painting painted = true; }

//if there's already a tile, delete it if (tileMgr.parent != null) { foreach (Transform child in tileMgr.parent) { //we don't care about depth while deleting if (child.position.x == aligned.x && child.position.y == aligned.y) { DestroyImmediate(child.gameObject); break; } } }

//our new tile GameObject obj;

//get the tile's prefab Object prefab = EditorUtility.GetPrefabParent(Selection.activeObject);

//if prefab exists, create from prefab, if not the simply clone if (prefab) {

                               obj = (GameObject)EditorUtility.InstantiatePrefab(prefab);

obj.transform.localScale = Selection.activeTransform.localScale; obj.transform.eulerAngles = Selection.activeTransform.eulerAngles; } else obj = (GameObject)Instantiate(Selection.activeObject);

Undo.RegisterCreatedObjectUndo(obj, "Create " + obj.name); //set the tile's position and parent obj.transform.position = aligned; obj.transform.parent = tileMgr.parent;

//Debug.Log("Created Tile at " + aligned); //logging where the tile was placed in world space lastPos = aligned; lastPosSet = true; } else if ((tileMgr.deleteKey != "") && (e.isKey && e.character == tileMgr.deleteKey[0])) { //we delete only inside the parent object, it could be a mess to use hierarchy for that if (tileMgr.parent != null) { if (!deleted) { Undo.IncrementCurrentEventIndex(); Undo.RegisterSceneUndo("Delete Tiles"); deleted = true; }

foreach (Transform child in tileMgr.parent) { //we don't care about depth while deleting if (child.position.x == aligned.x && child.position.y == aligned.y) { DestroyImmediate(child.gameObject); break; } }

} } else if ((tileMgr.alignKey != "") && (e.isKey && e.character == tileMgr.alignKey[0])) { //we align only if there are selected objects if (Selection.transforms.Length > 0) { if (!moved) { Undo.IncrementCurrentEventIndex(); Undo.RegisterSceneUndo("Move Tiles"); moved = true; }

Vector3 posOffset = aligned - Selection.transforms[0].position; Selection.transforms[0].position = aligned;

for (int i = 1; i < Selection.transforms.Length; ++i) Selection.transforms[i].position += posOffset; } } else if ((tileMgr.incDepthKey != "") && (e.isKey && e.character == tileMgr.incDepthKey[0])) { tileMgr.depth += 1.0f; Debug.Log("Now placing tiles at Z equal to " + tileMgr.depth); } else if ((tileMgr.decDepthKey != "") && (e.isKey && e.character == tileMgr.decDepthKey[0])) { tileMgr.depth -= 1.0f; Debug.Log("Now placing tiles at Z equal to " + tileMgr.depth); } else if (e.type == EventType.KeyUp) { //if the key is up and we were either moving, painting or deleting, the we se the appropiate variables //to their appropiate values if (moved && tileMgr.parent) { moved = false;

//we need to delete the tiles that has been replaced for (int i = 0; i < Selection.transforms.Length; ++i) { foreach (Transform child in tileMgr.parent) { if (Selection.transforms[i] == child) continue;

if (Selection.transforms[i].position == child.position) { DestroyImmediate(child.gameObject); break; } } } } else if (painted) { painted = false; } else if (deleted) deleted = false; }


//just a couple of simple fields public override void OnInspectorGUI()


GUILayout.BeginHorizontal(); GUILayout.Label(" Tile Width "); tileMgr.width = EditorGUILayout.FloatField(tileMgr.width, GUILayout.Width(50)); GUILayout.Label(" Tile Height "); tileMgr.height = EditorGUILayout.FloatField(tileMgr.height, GUILayout.Width(50)); GUILayout.EndHorizontal();

GUILayout.BeginHorizontal(); GUILayout.Label(" Grid Offset X "); tileMgr.offsetX = EditorGUILayout.FloatField(tileMgr.offsetX, GUILayout.Width(40)); GUILayout.Label(" Grid Offset Y "); tileMgr.offsetY = EditorGUILayout.FloatField(tileMgr.offsetY, GUILayout.Width(40)); GUILayout.EndHorizontal();

GUILayout.BeginHorizontal(); GUILayout.Label(" Object Offset X "); tileMgr.objOffsetX = EditorGUILayout.FloatField(tileMgr.objOffsetX, GUILayout.Width(30)); GUILayout.Label(" Object Offset Y "); tileMgr.objOffsetY = EditorGUILayout.FloatField(tileMgr.objOffsetY, GUILayout.Width(30)); GUILayout.EndHorizontal();

GUILayout.BeginHorizontal(); GUILayout.Label(" Grid Color "); tileMgr.color = EditorGUILayout.ColorField(tileMgr.color, GUILayout.Width(150)); GUILayout.EndHorizontal();

GUILayout.BeginHorizontal(); GUILayout.Label(" Z Position "); tileMgr.depth = EditorGUILayout.FloatField(tileMgr.depth, GUILayout.Width(100)); GUILayout.EndHorizontal();

GUILayout.BeginHorizontal(); GUILayout.Label(" Draw Key "); tileMgr.drawKey = EditorGUILayout.TextField(tileMgr.drawKey, GUILayout.Width(100)); GUILayout.EndHorizontal();

GUILayout.BeginHorizontal(); GUILayout.Label(" Delete Key "); tileMgr.deleteKey = EditorGUILayout.TextField(tileMgr.deleteKey, GUILayout.Width(100)); GUILayout.EndHorizontal();

GUILayout.BeginHorizontal(); GUILayout.Label(" Disable Key "); tileMgr.disableKey = EditorGUILayout.TextField(tileMgr.disableKey, GUILayout.Width(100)); GUILayout.EndHorizontal();

GUILayout.BeginHorizontal(); GUILayout.Label(" Align Key "); tileMgr.alignKey = EditorGUILayout.TextField(tileMgr.alignKey, GUILayout.Width(100)); GUILayout.EndHorizontal();

GUILayout.BeginHorizontal(); GUILayout.Label(" Increase Depth Key "); tileMgr.incDepthKey = EditorGUILayout.TextField(tileMgr.incDepthKey, GUILayout.Width(100)); GUILayout.EndHorizontal();

GUILayout.BeginHorizontal(); GUILayout.Label(" Decrease Depth Key "); tileMgr.decDepthKey = EditorGUILayout.TextField(tileMgr.decDepthKey, GUILayout.Width(100)); GUILayout.EndHorizontal();

GUILayout.BeginHorizontal(); GUILayout.Label(" Is Enabled? "); tileMgr.enabled = EditorGUILayout.Toggle(tileMgr.enabled, GUILayout.Width(100)); GUILayout.EndHorizontal();

GUILayout.BeginHorizontal(); GUILayout.Label(" Tiles' Parent "); tileMgr.parent = (Transform)EditorGUILayout.ObjectField(tileMgr.parent, typeof(Transform), true, GUILayout.Width(100)); GUILayout.EndHorizontal();

//button to align the grid to the tiles' parent if (GUILayout.Button("Align Grid Offset With Parent", GUILayout.Width(255))) { tileMgr.offsetX = tileMgr.parent.position.x; tileMgr.offsetY = tileMgr.parent.position.y; }

//button to align the grid to the tiles' parent and offset it by 0.5 to deter renderer's .f point errors if (GUILayout.Button("Align Grid Offset With Parent + 0.5", GUILayout.Width(255))) { tileMgr.offsetX = Mathf.Floor(tileMgr.parent.position.x) + 0.5f; tileMgr.offsetY = Mathf.Floor(tileMgr.parent.position.y) + 0.5f; }

//repaint the scene to see the changes immediately SceneView.RepaintAll(); } } </csharp>

Here's how you use it:

Attach a "Tiles" script to any object, then the grid will be drawn. In the inspector you can find those types of fields:

   -Tile width, height -> those impact the size of your grid (in units).
   -Grid Offset X,Y -> this offsets the grid position (in units).
   -Object Offset X,Y -> this offsets the tiles from the center of the grid square
   -Grid Color            -> The color of the grid
   -Z position            -> the Z position at which the tiles will be placed
   -Draw Key              -> painta the selected tile on the grid
   -Delete Key            -> deletes a tile from the grid
   -Disable Key           -> disables the tile manager
   -Align Key             -> aligns anything selected to the grid
   -Set Parent Key        -> sets the parent of the created
   -Increase Depth Key    -> increases the Z position by one
   -Decrease Depth Key    -> decreases the Z position by one
   -Is Enabled?           -> enables or disables the manager
   -Tiles' Parent         -> a reference to a parent of the created tiles, if reference is not set the tiles will be created in the top of Hierarchy

Remember that you have to use keys when the scene view is active. Also, if you reimport the assets you need to select the tile manager for the script to work.

There are also two buttons, the first one is for aligning the grid with exact parent position, which helps to align the grid when the parent of the tiles is moved together with them. The second one does the same thing but it also offsets the grid by 0.5, you may want to use that to solve the floating point errors with rendering 2D sprites if your parent isn't placed properly.

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