center GOs without offsetting them
problème : les game objects sont offsettés de (-.5, -.5) par rapport aux tiles contrainte : on ne veut pas changer l'ancrage des game objects ou des tiles solution : changer le point d'ancrage des tilemaps à la place. Cela peut se faire automatiquement à la création du niveau.
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4557af6661
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@ -120,6 +120,7 @@ Important considerations :
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foreach (TilemapData tilemapData in targ.Level)
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{
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var tilemap = new GameObject(tilemapData.Key).AddComponent<Tilemap>();
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tilemap.tileAnchor = Vector3.zero;
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tilemap.gameObject.AddComponent<TilemapRenderer>();
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tilemapData.LoadToTilemap(tilemap);
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tilemap.transform.SetParent(targ.transform);
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@ -316,7 +316,7 @@ TilemapRenderer:
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m_SortingLayer: 0
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m_SortingOrder: 1
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m_ChunkSize: {x: 32, y: 32, z: 32}
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m_ChunkCullingBounds: {x: 0, y: 0, z: 0}
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m_ChunkCullingBounds: {x: 0.5, y: 0.5, z: 0}
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m_MaxChunkCount: 16
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m_MaxFrameAge: 16
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m_SortOrder: 0
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@ -806,7 +806,7 @@ Tilemap:
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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m_Origin: {x: -10, y: -4, z: 0}
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m_Size: {x: 21, y: 7, z: 1}
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m_TileAnchor: {x: 0.5, y: 0.5, z: 0}
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m_TileAnchor: {x: 0, y: 0, z: 0}
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m_TileOrientation: 0
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m_TileOrientationMatrix:
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e00: 1
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@ -900,7 +900,7 @@ TilemapRenderer:
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m_SortingLayer: 0
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m_SortingOrder: 0
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m_ChunkSize: {x: 32, y: 32, z: 32}
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m_ChunkCullingBounds: {x: 0, y: 0, z: 0}
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m_ChunkCullingBounds: {x: 0.5, y: 0.5, z: 0}
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m_MaxChunkCount: 16
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m_MaxFrameAge: 16
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m_SortOrder: 0
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@ -2420,7 +2420,7 @@ Tilemap:
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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m_Origin: {x: -10, y: -4, z: 0}
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m_Size: {x: 21, y: 7, z: 1}
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m_TileAnchor: {x: 0.5, y: 0.5, z: 0}
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m_TileAnchor: {x: 0, y: 0, z: 0}
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m_TileOrientation: 0
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m_TileOrientationMatrix:
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e00: 1
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@ -2705,7 +2705,7 @@ Tilemap:
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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m_Origin: {x: -10, y: -4, z: 0}
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m_Size: {x: 21, y: 7, z: 1}
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m_TileAnchor: {x: 0.5, y: 0.5, z: 0}
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m_TileAnchor: {x: 0, y: 0, z: 0}
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m_TileOrientation: 0
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m_TileOrientationMatrix:
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e00: 1
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@ -72,38 +72,6 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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m_GameObject: {fileID: 3383419206106522944}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0.5, y: 0.5, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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GameObject:
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m_ObjectHideFlags: 0
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@ -453,7 +421,7 @@ Transform:
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m_ConstrainProportionsScale: 0
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!95 &6962989255883535384
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Animator:
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@ -1,37 +1,5 @@
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%YAML 1.1
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0.5, y: 0.5, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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--- !u!1 &6962989255644195630
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GameObject:
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@ -64,7 +32,7 @@ Transform:
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@ -199,7 +167,7 @@ Transform:
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m_LocalScale: {x: 1, y: 1, z: 1}
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--- !u!1 &6962989255035248094
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GameObject:
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m_ObjectHideFlags: 0
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@ -453,7 +421,7 @@ Transform:
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m_ConstrainProportionsScale: 0
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m_Children:
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m_Father: {fileID: 0}
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m_Father: {fileID: 8332730521900469995}
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--- !u!95 &6962989255883535384
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Animator:
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@ -128,6 +128,7 @@ namespace GatherAndDefend.LevelEditor
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if (!tilemap)
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{
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tilemap = new GameObject(key).AddComponent<Tilemap>();
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tilemap.tileAnchor = Vector3.zero;
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tilemap.gameObject.AddComponent<TilemapRenderer>();
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tilemap.transform.SetParent(grid.transform);
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}
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@ -140,6 +140,7 @@ public class LevelManager : Singleton<LevelManager>
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foreach (TilemapData tilemapData in _currentLevel)
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{
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var tilemap = new GameObject(tilemapData.Key).AddComponent<Tilemap>();
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tilemap.tileAnchor = Vector3.zero;
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tilemap.gameObject.AddComponent<TilemapRenderer>();
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tilemapData.LoadToTilemap(tilemap);
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tilemap.transform.SetParent(grid.transform);
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@ -21,6 +21,7 @@ public class TestLevelManager
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_farm.name = nameof(_farm);
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_tilemap = new GameObject("Tilemap").AddComponent<Tilemap>();
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_tilemap.tileAnchor = Vector3.zero;
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for (int i = 0; i < size; i++)
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{
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var pos = new Vector3Int(i % sqrt_size, i / sqrt_size);
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