Single tile drawing and tile drawer staging, tile drawer object is dynamically setup with proper hideflags
ScriptableObjects are used to store color set data and the general tileset information, for the moment, saved onto the prefab
This commit is contained in:
parent
d83d04029d
commit
7034c1d662
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externalObjects: {}
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externalObjects: {}
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@ -45,16 +45,17 @@ public class GameBoard : EntityBase, IAutoSerialize, IAutoDeserialize {
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[ContextMenu("Test Board Serialization")]
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[ContextMenu("Test Board Serialization")]
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public void TestSerialize() {
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public void TestSerialize() {
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board = BoardState.Copy(board);
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board = BoardState.Copy(board);
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Debug.Log(board.ToHashtable());
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//Debug.Log(board.ToHashtable());
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}
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}
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}
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}
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#endregion
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#endregion
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#region Board state related
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#region Tiles
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public enum TileColor : byte {
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public enum TileColor : byte {
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Empty = 0,
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Empty = 0, // Used for ID'ing air by color alone
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Red = 1,
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Red = 1,
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Blue = 2,
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Blue = 2,
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Green = 3,
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Green = 3,
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@ -67,13 +68,12 @@ public enum TileColor : byte {
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Bomb = 202, // 3x3 radius destruction
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Bomb = 202, // 3x3 radius destruction
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Dynamite = 203, // 5x5 cross destruction
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Dynamite = 203, // 5x5 cross destruction
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Seal = 204, // destroys all matching color on landing
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Seal = 204, // destroys all matching color on landing
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//Ice = 205, // Ice is handled as a detail
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Mystery = 205, // Becomes random basic on destroy
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Mystery = 205, // Becomes random basic on destroy
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Wildcard = 206, // Pairs with any
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Wildcard = 206, // Pairs with any
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Spark = 207 // Removes entire column on create
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Spark = 207 // Removes entire column on create
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}
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}
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public enum TileDetail : byte {
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public enum TileDetail : byte { // Gets cast to byte a lot
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None = 0x0,
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None = 0x0,
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Air = 0x0, // None and Air as aliases
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Air = 0x0, // None and Air as aliases
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Normal = 0x1, // Flag that tile exists
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Normal = 0x1, // Flag that tile exists
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@ -81,7 +81,7 @@ public enum TileDetail : byte {
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//Damaged = 0x04, // Used for Tanuki and Ice -- Actually unneccessary by replacement setup
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//Damaged = 0x04, // Used for Tanuki and Ice -- Actually unneccessary by replacement setup
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Dropped = 0x08, // Flag for tiles that were just dropped, for smears
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Dropped = 0x08, // Flag for tiles that were just dropped, for smears
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Fairy = 0x10, // do not clear air under this
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Fairy = 0x10, // do not clear air under this
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/* 0x20 unused */
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Poofed = 0x20, // Drawn as a cloud, freshly removed
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Tanuki = 0x40, // Changes to a simple colored tile when it would expire
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Tanuki = 0x40, // Changes to a simple colored tile when it would expire
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Ice = 0x80, // Same as Tanuki but doesn't change color
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Ice = 0x80, // Same as Tanuki but doesn't change color
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}
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}
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@ -119,6 +119,15 @@ public class TileInfo {
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public TileInfo(TileColor c, byte detail = 1) {
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public TileInfo(TileColor c, byte detail = 1) {
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// Make a new Tile from the color, assuming detail with a default
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// Make a new Tile from the color, assuming detail with a default
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var ti = new TileInfo((byte)c & ((detail & (byte)0xFF) << 8));
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var ti = new TileInfo((byte)c & ((detail & (byte)0xFF) << 8));
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data = ti.data; // Create garbage but whatever
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}
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public TileInfo(TileColor c, params TileDetail[] deets) {
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byte b = 0;
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foreach (var detail in deets)
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b |= (byte)detail;
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var ti = new TileInfo(c, b);
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data = ti.data; // More delicious garbage
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}
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}
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public TileInfo AsTanuki() {
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public TileInfo AsTanuki() {
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@ -0,0 +1,18 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class GameBoardDrawer : MonoBehaviour
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{
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// Start is called before the first frame update
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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}
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}
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|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -0,0 +1,218 @@
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
[ExecuteAlways]
|
||||||
|
public class TileDrawer : MonoBehaviour {
|
||||||
|
[Header("Managed externally")]
|
||||||
|
public TileSetInfo tsi;
|
||||||
|
public TileInfo toDraw;
|
||||||
|
|
||||||
|
[Header("Tile Info Testing")]
|
||||||
|
//[EnumFlag] No idea why this isn't working anymore whatever
|
||||||
|
public TileDetail detail = TileDetail.Normal;
|
||||||
|
public TileColor color;
|
||||||
|
|
||||||
|
void OnValidate() {
|
||||||
|
if (toDraw == null) {
|
||||||
|
toDraw = new TileInfo(color,detail);
|
||||||
|
}
|
||||||
|
|
||||||
|
toDraw.color = color;
|
||||||
|
toDraw.detail = detail;
|
||||||
|
}
|
||||||
|
|
||||||
|
[Header("Updated Externally")]
|
||||||
|
public int stackedBelow = 0; // Used to select overlays
|
||||||
|
public int amountInStack = 0; // Updated externally
|
||||||
|
|
||||||
|
SpriteRenderer Underlay, Overlay;
|
||||||
|
|
||||||
|
[Range(0, 1)]
|
||||||
|
public float opacity = 1f, smearOpacity = 1f;
|
||||||
|
|
||||||
|
#region Deferred setup under/overlays
|
||||||
|
void SetUnderlay(Sprite sp) {
|
||||||
|
if (Underlay) {
|
||||||
|
Underlay.sprite = sp;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
var sr = GetComponent<SpriteRenderer>(); // sprite renderer cache
|
||||||
|
|
||||||
|
var subRenderer = new GameObject("Underlay Drawer", typeof(SpriteRenderer));
|
||||||
|
subRenderer.hideFlags = HideFlags.DontSave;
|
||||||
|
|
||||||
|
subRenderer.transform.SetParent(transform, false); // Direct parent, literal transform setup
|
||||||
|
|
||||||
|
var underlayRenderer = subRenderer.GetComponent<SpriteRenderer>();
|
||||||
|
underlayRenderer.sortingLayerID = sr.sortingLayerID;
|
||||||
|
underlayRenderer.sortingOrder = sr.sortingOrder - 1; // Draw under the normal renderer
|
||||||
|
|
||||||
|
underlayRenderer.sprite = sp;
|
||||||
|
|
||||||
|
Underlay = underlayRenderer;
|
||||||
|
}
|
||||||
|
|
||||||
|
SpriteRenderer[] Smear;
|
||||||
|
int SmearSteps = 32;
|
||||||
|
[Range(0,1f)]
|
||||||
|
public float SmearDistance = 1f;
|
||||||
|
void SetSmear(Sprite sp, float opacityShift = 1f) {
|
||||||
|
// Setup the smear set
|
||||||
|
if (Smear == null) {
|
||||||
|
var tempSmears = new List<SpriteRenderer>();
|
||||||
|
|
||||||
|
var sr = GetComponent<SpriteRenderer>();
|
||||||
|
for (int i = 0; i < SmearSteps; ++i) {
|
||||||
|
var smearRenderer = new GameObject(string.Format("Smear {0}", i));
|
||||||
|
smearRenderer.hideFlags = HideFlags.HideAndDontSave;
|
||||||
|
|
||||||
|
smearRenderer.transform.SetParent(transform,false);
|
||||||
|
|
||||||
|
var smearSR = smearRenderer.AddComponent<SpriteRenderer>();
|
||||||
|
smearSR.sortingLayerID = sr.sortingLayerID;
|
||||||
|
smearSR.sortingOrder = sr.sortingOrder - 2; // Draw under underlays
|
||||||
|
|
||||||
|
tempSmears.Add(smearSR);
|
||||||
|
}
|
||||||
|
|
||||||
|
Smear = tempSmears.ToArray();
|
||||||
|
}
|
||||||
|
|
||||||
|
for(int i = 0; i < Smear.Length; ++i) {
|
||||||
|
var layer = Smear[i];
|
||||||
|
|
||||||
|
var delta = ((float)(i+1)) / SmearSteps;
|
||||||
|
|
||||||
|
// Shift smeared sub-sprite to position
|
||||||
|
layer.transform.localPosition =
|
||||||
|
new Vector3(0, delta * SmearDistance, 0);
|
||||||
|
|
||||||
|
// Set the smear opacity
|
||||||
|
var layerOpacity = opacity * opacityShift * (1 - delta);
|
||||||
|
|
||||||
|
// Cool ramp
|
||||||
|
layerOpacity *= layerOpacity;
|
||||||
|
|
||||||
|
|
||||||
|
layer.color = new Color(1, 1, 1, layerOpacity);
|
||||||
|
|
||||||
|
layer.enabled = layerOpacity > Mathf.Epsilon && SmearDistance > 0;
|
||||||
|
|
||||||
|
layer.sprite = sp;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void SetOverlay(Sprite sp) {
|
||||||
|
if (Overlay) {
|
||||||
|
Overlay.sprite = sp;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
var sr = GetComponent<SpriteRenderer>(); // sprite renderer cache
|
||||||
|
|
||||||
|
var subRenderer = new GameObject("Overlay Drawer", typeof(SpriteRenderer));
|
||||||
|
subRenderer.hideFlags = HideFlags.DontSave;
|
||||||
|
|
||||||
|
subRenderer.transform.SetParent(transform, false); // Direct parent, literal transform setup
|
||||||
|
|
||||||
|
var overlayRenderer = subRenderer.GetComponent<SpriteRenderer>();
|
||||||
|
overlayRenderer.sortingLayerID = sr.sortingLayerID;
|
||||||
|
overlayRenderer.sortingOrder = sr.sortingOrder + 1; // Draw under the normal renderer
|
||||||
|
|
||||||
|
overlayRenderer.sprite = sp;
|
||||||
|
|
||||||
|
Overlay = overlayRenderer;
|
||||||
|
}
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
void UpdateOpacity(SpriteRenderer sr) {
|
||||||
|
var color = new Color(1, 1, 1, opacity);
|
||||||
|
|
||||||
|
sr.color = color;
|
||||||
|
if (Underlay) Underlay.color = color;
|
||||||
|
if (Overlay) Overlay.color = color;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// TODO Add wildcard Mystery Spark handlers
|
||||||
|
void Update() {
|
||||||
|
if (!tsi) return;
|
||||||
|
if (toDraw == null) return;
|
||||||
|
|
||||||
|
// Copy the data from the TileInfo reference to local enums
|
||||||
|
color = toDraw.color;
|
||||||
|
detail = toDraw.detail;
|
||||||
|
|
||||||
|
var sr = GetComponent<SpriteRenderer>();
|
||||||
|
if (!sr) sr = gameObject.AddComponent<SpriteRenderer>();
|
||||||
|
|
||||||
|
UpdateOpacity(sr);
|
||||||
|
|
||||||
|
var deets = tsi[color];
|
||||||
|
|
||||||
|
Sprite sprite = null;
|
||||||
|
if (deets != null) {
|
||||||
|
sprite = deets.Generic;
|
||||||
|
// Base of stack
|
||||||
|
if (amountInStack != 0) {
|
||||||
|
sprite = deets.ThirdOrLower;
|
||||||
|
if (stackedBelow == 1)
|
||||||
|
sprite = deets.SecondFromTop;
|
||||||
|
if (stackedBelow == 2)
|
||||||
|
sprite = deets.TopOfStack;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// non-snowman-y states
|
||||||
|
if (detail.HasFlag(TileDetail.Poofed))
|
||||||
|
sprite = deets.Puff;
|
||||||
|
} else {
|
||||||
|
// no matching TileObject data
|
||||||
|
switch (color) {
|
||||||
|
case TileColor.Rock:
|
||||||
|
sprite = tsi.Rock;
|
||||||
|
break;
|
||||||
|
case TileColor.Seal:
|
||||||
|
sprite = tsi.Seal;
|
||||||
|
break;
|
||||||
|
case TileColor.Dynamite:
|
||||||
|
sprite = tsi.Dynamite;
|
||||||
|
break;
|
||||||
|
case TileColor.Bomb:
|
||||||
|
sprite = tsi.Bomb;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
sr.sprite = sprite;
|
||||||
|
SetSmear(sprite, sprite == null ? 0 : smearOpacity);
|
||||||
|
|
||||||
|
// Handle Overlays
|
||||||
|
|
||||||
|
bool hasOverlay = false;
|
||||||
|
if (detail.HasFlag(TileDetail.Ice)) {
|
||||||
|
SetOverlay(tsi.IceOverlay);
|
||||||
|
hasOverlay = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (detail.HasFlag(TileDetail.Tanuki)) {
|
||||||
|
SetOverlay(tsi.Tanuki);
|
||||||
|
hasOverlay = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!hasOverlay)
|
||||||
|
SetOverlay(null); // Clear the overlay sprite
|
||||||
|
|
||||||
|
bool hasUnderlay = false;
|
||||||
|
if (detail.HasFlag(TileDetail.Fairy)) {
|
||||||
|
SetUnderlay(tsi.FairyUnderlay);
|
||||||
|
hasUnderlay = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!hasUnderlay)
|
||||||
|
SetUnderlay(null);
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 5586c75046d16b9428e4c952221e7958
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -0,0 +1,18 @@
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
[CreateAssetMenu(fileName = "TileSpriteInfo", menuName = "Gameplay/TileSpriteInfo", order = 1)]
|
||||||
|
public class TileObject : ScriptableObject {
|
||||||
|
public TileColor color;
|
||||||
|
[Header("Generic icon for this type of tile")]
|
||||||
|
public Sprite Generic;
|
||||||
|
|
||||||
|
[Header("Stacked")]
|
||||||
|
public Sprite TopOfStack;
|
||||||
|
public Sprite SecondFromTop;
|
||||||
|
public Sprite ThirdOrLower;
|
||||||
|
|
||||||
|
[Header("Puff of smoke for when tile is destroyed")]
|
||||||
|
public Sprite Puff;
|
||||||
|
}
|
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: fb5a560c08dbb0c4480cebd43af4d199
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -0,0 +1,35 @@
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
[CreateAssetMenu(fileName = "TileSetInfo", menuName = "Gameplay/TileSetInfo", order = 1)]
|
||||||
|
public class TileSetInfo : ScriptableObject {
|
||||||
|
[Header("Per-color settings / setup")]
|
||||||
|
public TileObject[] Tiles;
|
||||||
|
|
||||||
|
Dictionary<TileColor, TileObject> _TileLookup;
|
||||||
|
void BuildLookup() {
|
||||||
|
_TileLookup = new Dictionary<TileColor, TileObject>();
|
||||||
|
foreach (var tile in Tiles)
|
||||||
|
_TileLookup.Add(tile.color, tile);
|
||||||
|
}
|
||||||
|
|
||||||
|
public TileObject this[TileColor tc] {
|
||||||
|
get {
|
||||||
|
if (_TileLookup == null) BuildLookup();
|
||||||
|
|
||||||
|
bool exists = _TileLookup.TryGetValue(tc, out TileObject to);
|
||||||
|
if (exists) return to;
|
||||||
|
|
||||||
|
return null; // return null if we don't got anything
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
[Header("Layered")]
|
||||||
|
public Sprite IceOverlay;
|
||||||
|
public Sprite FairyUnderlay, Tanuki;
|
||||||
|
|
||||||
|
[Header("Special tile sprites")]
|
||||||
|
public Sprite Rock;
|
||||||
|
public Sprite Seal, Bomb, Dynamite, Mystery, Spark, Explosion;
|
||||||
|
}
|
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: ff39ff46b446ae04da9edf207d6b2e83
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
Loading…
Reference in New Issue