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public InputAction steeringAction; - public InputAction accelerationAction; - public InputAction brakeAction; + public InputAction steeringAction; + public InputAction accelerationAction; + public InputAction brakeAction; - public float accelerationAmount = 10; - [Tooltip("In degrees")] - public float steeringAnglePerSecond = 10; + public float accelerationAmount = 10; + [Tooltip("In degrees")] + public float steeringAnglePerSecond = 10; - public float maxAcceleration = 100; - - private Rigidbody2D _rigidbody; - private Transform _transform; - private float _currentAcceleration; + public float maxAcceleration = 100; - private void Awake() - { - _rigidbody = GetComponent(); - _transform = transform; - } + private Rigidbody2D _rigidbody; + private Transform _transform; + private float _currentAcceleration; - private void Start() - { - steeringAction.Enable(); - accelerationAction.Enable(); - brakeAction.Enable(); - } + private void Awake() + { + _rigidbody = GetComponent(); + _transform = transform; + } - private void Update() - { - var steeringValue = steeringAction.ReadValue(); - var accelerationValue = accelerationAction.ReadValue(); - // TODO: The what that I changed this too I like a lot better, however I do want to eventually figure out what was wrong with this verbose approach. - // Vector2 velocityDir = _transform.up; - // var currentAngleRad = Mathf.Acos(Vector3.Dot(velocityDir, Vector3.up)); - // var deltaAngleRad = steeringValue * steeringAnglePerSecond * Time.deltaTime * Mathf.Deg2Rad; - // var angleRad = deltaAngleRad + currentAngleRad; - // - // var angleCos = Mathf.Cos(angleRad); - // var angleSin = Mathf.Sin(angleRad); - // Vector2 nextVelocityDir; - // nextVelocityDir.x = angleCos * velocityDir.x - - // angleSin * velocityDir.y; - // nextVelocityDir.y = angleSin * velocityDir.x + - // angleCos * velocityDir.y; - // - // nextVelocityDir *= accelerationAmount * accelerationValue * Time.deltaTime; + private void Start() + { + steeringAction.Enable(); + accelerationAction.Enable(); + brakeAction.Enable(); + } - // TODO: probably not correct... ODE or some other formula. - if (accelerationValue <= 0) - { - _currentAcceleration -= _rigidbody.drag * Time.deltaTime; - } + private void Update() + { + var steeringValue = steeringAction.ReadValue(); + var accelerationValue = accelerationAction.ReadValue(); + var brakeValue = brakeAction.ReadValue(); + // TODO: The way that I changed this too I like a lot better, however I do want to eventually figure out what was wrong with this verbose approach. + // Vector2 velocityDir = _transform.up; + // var currentAngleRad = Mathf.Acos(Vector3.Dot(velocityDir, Vector3.up)); + // var deltaAngleRad = steeringValue * steeringAnglePerSecond * Time.deltaTime * Mathf.Deg2Rad; + // var angleRad = deltaAngleRad + currentAngleRad; + // + // var angleCos = Mathf.Cos(angleRad); + // var angleSin = Mathf.Sin(angleRad); + // Vector2 nextVelocityDir; + // nextVelocityDir.x = angleCos * velocityDir.x - + // angleSin * velocityDir.y; + // nextVelocityDir.y = angleSin * velocityDir.x + + // angleCos * velocityDir.y; + // + // nextVelocityDir *= accelerationAmount * accelerationValue * Time.deltaTime; - _currentAcceleration += accelerationValue * accelerationAmount * Time.deltaTime; - - var newAngle = steeringValue * steeringAnglePerSecond * Time.deltaTime; - - if (_currentAcceleration > 0.01) - { - _transform.Rotate(Vector3.forward, newAngle, Space.World); - } + // TODO: probably not correct... ODE or some other formula. + if (accelerationValue <= 0) + { + _currentAcceleration -= _rigidbody.drag * Time.deltaTime; + } - // TODO: reverse logic. - if (_currentAcceleration < 0) - { - _currentAcceleration = 0; - } + _currentAcceleration += accelerationValue * accelerationAmount * Time.deltaTime; - if (_currentAcceleration > maxAcceleration) - { - _currentAcceleration = maxAcceleration; - } + // TODO: probably want a brake amount, up to designers to make sure braking out performs acceleration, if desired. + _currentAcceleration -= brakeValue * accelerationAmount * Time.deltaTime * 2; - Debug.Log(_currentAcceleration); - _rigidbody.velocity = _transform.up * _currentAcceleration; - } -} + var newAngle = steeringValue * steeringAnglePerSecond * Time.deltaTime; + + if (_currentAcceleration > 0.01) + { + _transform.Rotate(Vector3.forward, newAngle, Space.World); + } + + // TODO: reverse logic. + if (_currentAcceleration < 0) + { + _currentAcceleration = 0; + } + + if 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+timeCreated: 1430572177 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextureAtlasSlicer/Editor/TextureAtlasSlicer.cs b/Assets/TextureAtlasSlicer/Editor/TextureAtlasSlicer.cs new file mode 100644 index 0000000..a738c29 --- /dev/null +++ b/Assets/TextureAtlasSlicer/Editor/TextureAtlasSlicer.cs @@ -0,0 +1,281 @@ +using System; +using System.IO; +using System.Linq; +using System.Xml; +using UnityEditor; +using UnityEngine; + +public class TextureAtlasSlicer : EditorWindow { + [MenuItem("CONTEXT/TextureImporter/Slice Sprite Using XML")] + public static void SliceUsingXML(MenuCommand command) { + var textureImporter = command.context as TextureImporter; + + var window = CreateInstance(); + + window.importer = textureImporter; + + window.ShowUtility(); + } + + [MenuItem("Assets/Slice Sprite Using XML")] + public static void TextureAtlasSlicerWindow() { + var window = CreateInstance(); + + window.Show(); + } + + [MenuItem("CONTEXT/TextureImporter/Slice Sprite Using XML", true)] + public static bool ValidateSliceUsingXML(MenuCommand command) { + var textureImporter = command.context as TextureImporter; + + //valid only if the texture type is 'sprite' or 'advanced'. + return textureImporter && textureImporter.textureType == TextureImporterType.Sprite || + textureImporter.textureType == TextureImporterType.Default; + } + + public TextureImporter importer; + + public TextureAtlasSlicer() { + titleContent = new GUIContent("XML Slicer"); + } + + + [SerializeField] + private TextAsset xmlAsset; + + public SpriteAlignment spriteAlignment = SpriteAlignment.Center; + + public Vector2 customOffset = new Vector2(0.5f, 0.5f); + + public void OnSelectionChange() { + UseSelectedTexture(); + } + + private Texture2D selectedTexture; + + private void UseSelectedTexture() { + if (Selection.objects.Length > 1) { + selectedTexture = null; + } else { + selectedTexture = Selection.activeObject as Texture2D; + } + + if (selectedTexture != null) { + var assetPath = AssetDatabase.GetAssetPath(selectedTexture); + + importer = AssetImporter.GetAtPath(assetPath) as TextureImporter; + + if (importer) { + var extension = Path.GetExtension(assetPath); + var pathWithoutExtension = assetPath.Remove(assetPath.Length - extension.Length, extension.Length); + + var xmlPath = pathWithoutExtension + ".xml"; + + var textAsset = AssetDatabase.LoadAssetAtPath(xmlPath, typeof (TextAsset)); + + if (textAsset != null) { + xmlAsset = textAsset as TextAsset; + } else { + xmlAsset = null; + subTextures = null; + } + + ParseXML(); + } else { + xmlAsset = null; + subTextures = null; + } + } else { + importer = null; + xmlAsset = null; + subTextures = null; + } + + Repaint(); + } + + private SubTexture[] subTextures; + private int wantedWidth, wantedHeight; + + private void ParseXML() { + try { + var document = new XmlDocument(); + document.LoadXml(xmlAsset.text); + + var root = document.DocumentElement; + if (root == null || root.Name != "TextureAtlas") { + return; + } + + subTextures = root.ChildNodes + .Cast() + .Where(childNode => childNode.Name == "SubTexture") + .Select(childNode => new SubTexture { + width = Convert.ToInt32(childNode.Attributes["width"].Value), + height = Convert.ToInt32(childNode.Attributes["height"].Value), + x = Convert.ToInt32(childNode.Attributes["x"].Value), + y = Convert.ToInt32(childNode.Attributes["y"].Value), + name = childNode.Attributes["name"].Value + }).ToArray(); + + wantedWidth = 0; + wantedHeight = 0; + + foreach (var subTexture in subTextures) { + var right = subTexture.x + subTexture.width; + var bottom = subTexture.y + subTexture.height; + + wantedWidth = Mathf.Max(wantedWidth, right); + wantedHeight = Mathf.Max(wantedHeight, bottom); + } + } catch (Exception) { + subTextures = null; + } + } + + public void OnEnable() { + UseSelectedTexture(); + } + + public void OnGUI() { + if (importer == null) { + EditorGUILayout.LabelField("Please select a texture to slice."); + return; + } + EditorGUI.BeginDisabledGroup(focusedWindow != this); + { + EditorGUI.BeginDisabledGroup(true); + EditorGUILayout.ObjectField("Texture", Selection.activeObject, typeof (Texture), false); + EditorGUI.EndDisabledGroup(); + + if (importer.textureType != TextureImporterType.Sprite && + importer.textureType != TextureImporterType.Default) { + EditorGUILayout.LabelField("The Texture Type needs to be Sprite or Advanced!"); + } + + EditorGUI.BeginDisabledGroup((importer.textureType != TextureImporterType.Sprite && + importer.textureType != TextureImporterType.Default)); + { + EditorGUI.BeginChangeCheck(); + xmlAsset = EditorGUILayout.ObjectField("XML Source", xmlAsset, typeof (TextAsset), false) as TextAsset; + if (EditorGUI.EndChangeCheck()) { + ParseXML(); + } + + spriteAlignment = (SpriteAlignment) EditorGUILayout.EnumPopup("Pivot", spriteAlignment); + + EditorGUI.BeginDisabledGroup(spriteAlignment != SpriteAlignment.Custom); + EditorGUILayout.Vector2Field("Custom Offset", customOffset); + EditorGUI.EndDisabledGroup(); + + var needsToResizeTexture = wantedWidth > selectedTexture.width || wantedHeight > selectedTexture.height; + + if (xmlAsset != null && needsToResizeTexture) { + EditorGUILayout.LabelField( + string.Format("Texture size too small." + + " It needs to be at least {0} by {1} pixels!", + wantedWidth, + wantedHeight)); + EditorGUILayout.LabelField("Try changing the Max Size property in the importer."); + } + + if (subTextures == null || subTextures.Length == 0) { + EditorGUILayout.LabelField("Could not find any SubTextures in XML."); + } + + EditorGUI.BeginDisabledGroup(xmlAsset == null || needsToResizeTexture || subTextures == null || + subTextures.Length == 0); + if (GUILayout.Button("Slice")) { + PerformSlice(); + } + EditorGUI.EndDisabledGroup(); + } + EditorGUI.EndDisabledGroup(); + } + EditorGUI.EndDisabledGroup(); + } + + private struct SubTexture { + public int width; + public int height; + public int x; + public int y; + public string name; + } + + private void PerformSlice() { + if (importer == null) { + return; + } + + var textureHeight = selectedTexture.height; + + var needsUpdate = false; + + if (importer.spriteImportMode != SpriteImportMode.Multiple) { + needsUpdate = true; + importer.spriteImportMode = SpriteImportMode.Multiple; + } + + var wantedSpriteSheet = (from subTexture in subTextures + let actualY = textureHeight - (subTexture.y + subTexture.height) + select new SpriteMetaData { + alignment = (int) spriteAlignment, + border = new Vector4(), + name = subTexture.name, + pivot = GetPivotValue(spriteAlignment, customOffset), + rect = new Rect(subTexture.x, actualY, subTexture.width, subTexture.height) + }).ToArray(); + if (!needsUpdate && !importer.spritesheet.SequenceEqual(wantedSpriteSheet)) { + needsUpdate = true; + importer.spritesheet = wantedSpriteSheet; + } + + if (needsUpdate) { + EditorUtility.SetDirty(importer); + + try { + AssetDatabase.StartAssetEditing(); + AssetDatabase.ImportAsset(importer.assetPath); + + EditorUtility.DisplayDialog("Success!", "The sprite was sliced successfully.", "OK"); + } catch (Exception exception) { + Debug.LogException(exception); + EditorUtility.DisplayDialog("Error", "There was an exception while trying to reimport the image." + + "\nPlease check the console log for details.", "OK"); + } finally { + AssetDatabase.StopAssetEditing(); + } + } else { + EditorUtility.DisplayDialog("Nope!", "The sprite is already sliced according to this XML file.", "OK"); + } + } + + //SpriteEditorUtility + public static Vector2 GetPivotValue(SpriteAlignment alignment, Vector2 customOffset) { + switch (alignment) { + case SpriteAlignment.Center: + return new Vector2(0.5f, 0.5f); + case SpriteAlignment.TopLeft: + return new Vector2(0.0f, 1f); + case SpriteAlignment.TopCenter: + return new Vector2(0.5f, 1f); + case SpriteAlignment.TopRight: + return new Vector2(1f, 1f); + case SpriteAlignment.LeftCenter: + return new Vector2(0.0f, 0.5f); + case SpriteAlignment.RightCenter: + return new Vector2(1f, 0.5f); + case SpriteAlignment.BottomLeft: + return new Vector2(0.0f, 0.0f); + case SpriteAlignment.BottomCenter: + return new Vector2(0.5f, 0.0f); + case SpriteAlignment.BottomRight: + return new Vector2(1f, 0.0f); + case SpriteAlignment.Custom: + return customOffset; + default: + return Vector2.zero; + } + } +} \ No newline at end of file diff --git a/Assets/TextureAtlasSlicer/Editor/TextureAtlasSlicer.cs.meta b/Assets/TextureAtlasSlicer/Editor/TextureAtlasSlicer.cs.meta new file mode 100644 index 0000000..f6484df --- /dev/null +++ b/Assets/TextureAtlasSlicer/Editor/TextureAtlasSlicer.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 2067bd0762faf2c48910fee768c92901 +timeCreated: 1430572201 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/TextureAtlasSlicer/README.md b/Assets/TextureAtlasSlicer/README.md new file mode 100644 index 0000000..5c2b2fc --- /dev/null +++ b/Assets/TextureAtlasSlicer/README.md @@ -0,0 +1,17 @@ +# Unity3D-TextureAtlasSlicer +Simple and fast tool to import XML spritesheets (TextureAtlas) into Unity3D! + +![Preview Image](https://i.imgur.com/LhmcMjX.png) + +Works very well to import [Kenney's sprite assets](http://opengameart.org/users/kenney)! + +## Usage +- Copy this folder to your project's assets directory, or just use the latest .unitypackage file from the [Github project's releases](https://github.com/toxicFork/Unity3D-TextureAtlasSlicer/releases), or the [Unity3D asset store](https://www.assetstore.unity3d.com/en/#!/content/36103)! +- You can now use the Assets/Slice Sprite Using XML button! +- This will open a window. +- Select any sprite asset in your Project window +- If it has a XML file with the same name next to it, that XML file will automatically be selected +- Otherwise, drag-drop the XML file reference onto the XML Source field in the Texture Atlas Slicer window +- Configure the pivot settings +- Hit Slice! +- Enjoy! :D diff --git a/Assets/TextureAtlasSlicer/README.md.meta b/Assets/TextureAtlasSlicer/README.md.meta new file mode 100644 index 0000000..ebeb99b --- /dev/null +++ b/Assets/TextureAtlasSlicer/README.md.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 463e84607d141d645b70834aa062a0d1 +timeCreated: 1430859603 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/level_palettes.meta b/Assets/level_palettes.meta new file mode 100644 index 0000000..bc06527 --- /dev/null +++ b/Assets/level_palettes.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: a3b7468dc102b134887789a7613fc052 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/level_palettes/Road.prefab b/Assets/level_palettes/Road.prefab new file mode 100644 index 0000000..d24b007 --- /dev/null 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