arenos-nexus/Arenos Nexus/Library/PackageCache/com.unity.2d.tilemap.extras@2338d989ff2a/Editor/Tiles/AutoTile/AutoTileTemplate.cs

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2025-09-25 22:01:28 +02:00
using System;
using System.Collections.Generic;
using UnityEditor.Tilemaps;
namespace UnityEngine.Tilemaps
{
/// <summary>
/// Template used to create an AutoTile from Texture2D and Sprites.
/// </summary>
[HelpURL(
"https://docs.unity3d.com/Packages/com.unity.2d.tilemap.extras@latest/index.html?subfolder=/manual/AutoTile.html")]
public class AutoTileTemplate : TileTemplate
{
internal static string kExtension = "asset";
/// <summary>
/// Positional Data for detecting AutoTile Sprites
/// </summary>
[Serializable]
public struct SpriteData
{
/// <summary>
/// x position on Texture2D.
/// </summary>
public float x;
/// <summary>
/// y position on Texture2D.
/// </summary>
public float y;
/// <summary>
/// Mask Rule for Sprite at position.
/// </summary>
public uint mask;
}
/// <summary>
/// Original Width of the Template
/// </summary>
public int width;
/// <summary>
/// Original Height of the Template
/// </summary>
public int height;
/// <summary>
/// Mask Type for generated AutoTIle
/// </summary>
public AutoTile.AutoTileMaskType maskType;
/// <summary>
/// Positional Data for detecting AutoTile Sprites
/// </summary>
public List<SpriteData> sprites;
/// <summary>
/// Creates a List of TileBase Assets with an AutoTile from Texture2D
/// and Sprites with placement data onto a Tile Palette.
/// </summary>
/// <param name="texture2D">Texture2D to generate Tile Assets from.</param>
/// <param name="sprites">Sprites to generate Tile Assets from.</param>
/// <param name="tilesToAdd">AutoTile asset and placement data to generate.</param>
public override void CreateTileAssets(
Texture2D texture2D
, IEnumerable<Sprite> sprites
, ref List<TileChangeData> tilesToAdd)
{
if (texture2D == null)
return;
var autoTile = ScriptableObject.CreateInstance<AutoTile>();
autoTile.name = $"{texture2D.name} AutoTile";
this.ApplyTemplateToAutoTile(texture2D, sprites, autoTile);
var tileChangeData = new TileChangeData(
Vector3Int.zero
, autoTile
, Color.white
, Matrix4x4.identity
);
tilesToAdd.Add(tileChangeData);
}
}
}