Making The Dungeon
Drop these three methods into your toolbox:
public static tk2dSpriteCollectionData ReplaceDungeonCollection(tk2dSpriteCollectionData sourceCollection, Texture2D spriteSheet = null, List<string> spriteList = null)
{
if (sourceCollection == null) { return null; }
tk2dSpriteCollectionData collectionData = UnityEngine.Object.Instantiate(sourceCollection);
tk2dSpriteDefinition[] spriteDefinietions = new tk2dSpriteDefinition[collectionData.spriteDefinitions.Length];
for (int i = 0; i < collectionData.spriteDefinitions.Length; i++) { spriteDefinietions[i] = collectionData.spriteDefinitions[i].Copy(); }
collectionData.spriteDefinitions = spriteDefinietions;
if (spriteSheet != null)
{
Material[] materials = sourceCollection.materials;
Material[] newMaterials = new Material[materials.Length];
if (materials != null)
{
for (int i = 0; i < materials.Length; i++)
{
newMaterials[i] = materials[i].Copy(spriteSheet);
}
collectionData.materials = newMaterials;
foreach (Material material2 in collectionData.materials)
{
foreach (tk2dSpriteDefinition spriteDefinition in collectionData.spriteDefinitions)
{
bool flag3 = material2 != null && spriteDefinition.material.name.Equals(material2.name);
if (flag3)
{
spriteDefinition.material = material2;
spriteDefinition.materialInst = new Material(material2);
}
}
}
}
}
else if (spriteList != null)
{
RuntimeAtlasPage runtimeAtlasPage = new RuntimeAtlasPage(0, 0, TextureFormat.RGBA32, 2);
for (int i = 0; i < spriteList.Count; i++)
{
Texture2D texture2D = ResourceExtractor.GetTextureFromResource(spriteList[i]);
if (!texture2D)
{
Debug.Log("[BuildDungeonCollection] Null Texture found at index: " + i);
goto IL_EXIT;
}
float X = (texture2D.width / 16f);
float Y = (texture2D.height / 16f);
// tk2dSpriteDefinition spriteData = collectionData.GetSpriteDefinition(i.ToString());
tk2dSpriteDefinition spriteData = collectionData.spriteDefinitions[i];
if (spriteData != null)
{
if (spriteData.boundsDataCenter != Vector3.zero)
{
try
{
// Debug.Log("[BuildDungeonCollection] Pack Existing Atlas Element at index: " + i);
RuntimeAtlasSegment runtimeAtlasSegment = runtimeAtlasPage.Pack(texture2D, false);
spriteData.materialInst.mainTexture = runtimeAtlasSegment.texture;
spriteData.uvs = runtimeAtlasSegment.uvs;
spriteData.extractRegion = true;
spriteData.position0 = Vector3.zero;
spriteData.position1 = new Vector3(X, 0, 0);
spriteData.position2 = new Vector3(0, Y, 0);
spriteData.position3 = new Vector3(X, Y, 0);
spriteData.boundsDataCenter = new Vector2((X / 2), (Y / 2));
spriteData.untrimmedBoundsDataCenter = spriteData.boundsDataCenter;
spriteData.boundsDataExtents = new Vector2(X, Y);
spriteData.untrimmedBoundsDataExtents = spriteData.boundsDataExtents;
}
catch (Exception)
{
Debug.Log("[BuildDungeonCollection] Exception caught at index: " + i);
}
}
else
{
// Debug.Log("Test 3. Replace Existing Atlas Element at index: " + i);
try
{
ETGMod.ReplaceTexture(spriteData, texture2D, true);
}
catch (Exception)
{
Debug.Log("[BuildDungeonCollection] Exception caught at index: " + i);
}
}
}
else
{
Debug.Log("[BuildDungeonCollection] SpriteData is null at index: " + i);
}
IL_EXIT:;
}
runtimeAtlasPage.Apply();
}
else
{
Debug.Log("[BuildDungeonCollection] SpriteList is null!");
}
return collectionData;
}Please read Tileset then return here.
Now we create a new file named FloorNameDungeon
Paste in:
READ THROUGH EVERYTHING AND CHANGE IT HOW YOU SEE FIT, FLOORS CAN HAVE A LOT OF VARIANCE.
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