LineBrush
provides the ability to easily draw lines of Tiles onto the TilemapA GameObject that allows you to quickly create 2D levels using tiles and a grid overlay. More info
See in Glossary by specifying the start point and the end point. The Paint method for the LineBrush is overridden to allow the user to specify the start of a line with the first mouse click in Paint mode and draw the line with the second mouse click in Paint mode. The OnPaintSceneGUI
method is overridden to produce the preview of the line to be drawn between the first and second mouse clicks. The following is a script used to create the Brush.
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Tilemaps;
namespace UnityEditor.Tilemaps
{
[CustomGridBrush(true, false, false, "Line Brush")]
public class LineBrush : GridBrush {
public bool lineStartActive = false;
public Vector3Int lineStart = Vector3Int.zero;
public override void Paint(GridLayout grid, GameObject brushTarget, Vector3Int position)
{
if (lineStartActive)
{
Vector2Int startPos = new Vector2Int(lineStart.x, lineStart.y);
Vector2Int endPos = new Vector2Int(position.x, position.y);
if (startPos == endPos)
base.Paint(grid, brushTarget, position);
else
{
foreach (var point in GetPointsOnLine(startPos, endPos))
{
Vector3Int paintPos = new Vector3Int(point.x, point.y, position.z);
base.Paint(grid, brushTarget, paintPos);
}
}
lineStartActive = false;
}
else
{
lineStart = position;
lineStartActive = true;
}
}
[MenuItem("Assets/Create/Line Brush")]
public static void CreateBrush()
{
string path = EditorUtility.SaveFilePanelInProject("Save Line Brush", "New Line Brush", "Asset", "Save Line Brush", "Assets");
if (path == "")
return;
AssetDatabase.CreateAsset(ScriptableObject.CreateInstance<LineBrush>(), path);
}
// http://ericw.ca/notes/bresenhams-line-algorithm-in-csharp.html
public static IEnumerable<Vector2Int> GetPointsOnLine(Vector2Int p1, Vector2Int p2)
{
int x0 = p1.x;
int y0 = p1.y;
int x1 = p2.x;
int y1 = p2.y;
bool steep = Math.Abs(y1 - y0) > Math.Abs(x1 - x0);
if (steep)
{
int t;
t = x0; // swap x0 and y0
x0 = y0;
y0 = t;
t = x1; // swap x1 and y1
x1 = y1;
y1 = t;
}
if (x0 > x1)
{
int t;
t = x0; // swap x0 and x1
x0 = x1;
x1 = t;
t = y0; // swap y0 and y1
y0 = y1;
y1 = t;
}
int dx = x1 - x0;
int dy = Math.Abs(y1 - y0);
int error = dx / 2;
int ystep = (y0 < y1) ? 1 : -1;
int y = y0;
for (int x = x0; x <= x1; x++)
{
yield return new Vector2Int((steep ? y : x), (steep ? x : y));
error = error - dy;
if (error < 0)
{
y += ystep;
error += dx;
}
}
yield break;
}
}
[CustomEditor(typeof(LineBrush))]
public class LineBrushEditor : GridBrushEditor
{
private LineBrush lineBrush { get { return target as LineBrush; } }
public override void OnPaintSceneGUI(GridLayout grid, GameObject brushTarget, BoundsInt position, GridBrushBase.Tool tool, bool executing)
{
base.OnPaintSceneGUI(grid, brushTarget, position, tool, executing);
if (lineBrush.lineStartActive)
{
Tilemap tilemap = brushTarget.GetComponent<Tilemap>();
if (tilemap != null)
tilemap.ClearAllEditorPreviewTiles();
// Draw preview tiles for tilemap
Vector2Int startPos = new Vector2Int(lineBrush.lineStart.x, lineBrush.lineStart.y);
Vector2Int endPos = new Vector2Int(position.x, position.y);
if (startPos == endPos)
PaintPreview(grid, brushTarget, position.min);
else
{
foreach (var point in LineBrush.GetPointsOnLine(startPos, endPos))
{
Vector3Int paintPos = new Vector3Int(point.x, point.y, position.z);
PaintPreview(grid, brushTarget, paintPos);
}
}
if (Event.current.type == EventType.Repaint)
{
var min = lineBrush.lineStart;
var max = lineBrush.lineStart + position.size;
// Draws a box on the picked starting position
GL.PushMatrix();
GL.MultMatrix(GUI.matrix);
GL.Begin(GL.LINES);
Handles.color = Color.blue;
Handles.DrawLine(new Vector3(min.x, min.y, min.z), new Vector3(max.x, min.y, min.z));
Handles.DrawLine(new Vector3(max.x, min.y, min.z), new Vector3(max.x, max.y, min.z));
Handles.DrawLine(new Vector3(max.x, max.y, min.z), new Vector3(min.x, max.y, min.z));
Handles.DrawLine(new Vector3(min.x, max.y, min.z), new Vector3(min.x, min.y, min.z));
GL.End();
GL.PopMatrix();
}
}
}
}
}
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