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Unity Tilemapでウディタ規格のオートタイルを使う

[2019/09/19追記] この記事で紹介しているスクリプトに様々な機能を追加した改善版をAsset Storeに公開しましたので、そちらをご利用いただけると幸いです。https://assetstore.unity.com/packages/tools/sprite-management/fang-auto-tile-132602

この間、Unity2017.2 betaでTilemapが実装されたのに伴ってこんな記事を書きました。
Unity 2017.2b Tilemapでオートタイル
が、この記事で使ったオートタイルの素材規格が気に食わなかった(枚数が多い)ので、もっと簡単な上、公開されている素材も豊富なウディタ規格のオートタイルを読み込めるようにしてみました。

[2017/10/21追記]正式リリースの2017.2.0f3でも動作を確認しました。
[2018/01/07追記]タイル端に線が出て汚い問題を修正しました。

参考: マップチップ素材はどういう風に作ればいいの?
(公式のパターン一覧が丁寧すぎてすっげえ助かりました。)

以下のコードを追加してください。

このコードを置くと、Projectウィンドウ右クリックでCreate > WolfAuto Tileが追加されます。あとは該当のSpriteのAssetをMultipleで5分割して、Advanced SettingsからRead/Writeにチェックを入れて、作成されたWolfAuto Tileの各スロットにぶち込んでください。あとはそいつをPaletteに配置すれば使えます。

あと力量不足でアニメーションには対応できませんでした。いつか必要に迫られたらやります

WolfAutoTile.cs
using System;


#if UNITY_EDITOR
using UnityEditor;
#endif

namespace UnityEngine.Tilemaps
{
    [Serializable]
    public class WolfAutoTile : TileBase
    {
        [SerializeField]
        public Sprite[] m_RawTilesSprites;

        public Sprite[] m_PatternedSprites;

        public override void RefreshTile(Vector3Int location, ITilemap tileMap)
        {
            for (int yd = -1; yd <= 1; yd++)
                for (int xd = -1; xd <= 1; xd++)
                {
                    Vector3Int position = new Vector3Int(location.x + xd, location.y + yd, location.z);
                    if (TileValue(tileMap, position))
                        tileMap.RefreshTile(position);
                }
        }

        public override void GetTileData(Vector3Int location, ITilemap tileMap, ref TileData tileData)
        {
            UpdateTile(location, tileMap, ref tileData);
            return;
        }

        private void UpdateTile(Vector3Int location, ITilemap tileMap, ref TileData tileData)
        {
            if (m_PatternedSprites == null)
            {
                if (m_RawTilesSprites[0] && m_RawTilesSprites[1] && m_RawTilesSprites[2] && m_RawTilesSprites[3] && m_RawTilesSprites[4])
                {
                    GeneratePatterns();
                }
                else
                {
                    return;
                }
            }
            tileData.transform = Matrix4x4.identity;
            tileData.color = Color.white;

            int mask = TileValue(tileMap, location + new Vector3Int(0, 1, 0)) ? 1 : 0;
            mask += TileValue(tileMap, location + new Vector3Int(1, 1, 0)) ? 2 : 0;
            mask += TileValue(tileMap, location + new Vector3Int(1, 0, 0)) ? 4 : 0;
            mask += TileValue(tileMap, location + new Vector3Int(1, -1, 0)) ? 8 : 0;
            mask += TileValue(tileMap, location + new Vector3Int(0, -1, 0)) ? 16 : 0;
            mask += TileValue(tileMap, location + new Vector3Int(-1, -1, 0)) ? 32 : 0;
            mask += TileValue(tileMap, location + new Vector3Int(-1, 0, 0)) ? 64 : 0;
            mask += TileValue(tileMap, location + new Vector3Int(-1, 1, 0)) ? 128 : 0;

            int index = GetIndex((byte)mask);
            if (index >= 0 && index < m_PatternedSprites.Length && TileValue(tileMap, location))
            {
                tileData.sprite = m_PatternedSprites[index];
                tileData.color = Color.white;
                tileData.flags = (TileFlags.LockTransform | TileFlags.LockColor);
                tileData.colliderType = Tile.ColliderType.Sprite;
            }
        }

        private bool TileValue(ITilemap tileMap, Vector3Int position)
        {
            TileBase tile = tileMap.GetTile(position);
            return (tile != null && tile == this);
        }

        private int GetIndex(byte mask)
        {
            string[] patternTexts = {
                "x0x111x0",
                "x11111x0",
                "x111x0x0",
                "x10111x0",
                "x11101x0",
                "01111111",
                "11111101",
                "x0x1x0x0",
                "x0x11111",
                "11111111",
                "1111x0x1",
                "x0x10111",
                "1101x0x1",
                "11011111",
                "11110111",
                "x0x1x0x1",
                "x0x0x111",
                "11x0x111",
                "11x0x0x1",
                "x0x11101",
                "0111x0x1",
                "01110111",
                "11011101",
                "x0x0x0x1",
                "x0x101x0",
                "x10101x0",
                "x101x0x0",
                "01x0x111",
                "11x0x101",
                "11010101",
                "01010111",
                "11010111",
                "x0x10101",
                "01010101",
                "0101x0x1",
                "11110101",
                "01011111",
                "01110101",
                "01011101",
                "01111101",
                "x0x0x101",
                "01x0x101",
                "01x0x0x1",
                "x0x0x1x0",
                "x1x0x1x0",
                "x1x0x0x0",
                "x0x0x0x0"
            };
            int index = -1;
            for (int j = 0; j < patternTexts.Length; j++)
            {
                bool flag = true;
                for (int i = 0; i < 8; i++)
                {
                    if (patternTexts[j][i] != 'x')
                    {
                        char currentBitChar = ((mask & (byte)Mathf.Pow(2, 7 - i)) != 0) ? '1' : '0';
                        if (patternTexts[j][i] != currentBitChar)
                        {
                            flag = false;
                            break;
                        }
                    }
                }
                if (flag)
                {
                    index = j;
                    break;
                }
            }
            return index;

        }



        Sprite[,] Segments = new Sprite[5, 4];
        int[][] Patterns = new int[][]
        {
            new int[] {0,2,1,4},
            new int[] {2,2,4,4},
            new int[] {2,0,4,1},
            new int[] {2,2,3,4},
            new int[] {2,2,4,3},
            new int[] {3,4,4,4},
            new int[] {4,3,4,4},
            new int[] {0,0,1,1},
            new int[] {1,4,1,4},
            new int[] {4,4,4,4},
            new int[] {4,1,4,1},
            new int[] {1,4,1,3},
            new int[] {4,1,3,1},
            new int[] {4,4,3,4},
            new int[] {4,4,4,3},
            new int[] {1,1,1,1},

            new int[] {1,4,0,2},
            new int[] {4,4,2,2},
            new int[] {4,1,2,0},
            new int[] {1,3,1,4},
            new int[] {3,1,4,1},
            new int[] {3,4,4,3},
            new int[] {4,3,3,4},
            new int[] {1,1,0,0},

            new int[] {0,2,1,3},
            new int[] {2,2,3,3},
            new int[] {2,0,3,1},
            new int[] {3,4,2,2},
            new int[] {4,3,2,2},
            new int[] {4,3,3,3},
            new int[] {3,4,3,3},
            new int[] {4,4,3,3},

            new int[] {1,3,1,3},

            new int[] {3,3,3,3},

            new int[] {3,1,3,1},
            new int[] {4,3,4,3},
            new int[] {3,4,3,4},
            new int[] {3,3,4,3},
            new int[] {3,3,3,4},
            new int[] {3,3,4,4},

            new int[] {1,3,0,2},
            new int[] {3,3,2,2},
            new int[] {3,1,2,0},
            new int[] {0,2,0,2},
            new int[] {2,2,2,2},
            new int[] {2,0,2,0},
            new int[] {0,0,0,0}

        };
        public void GeneratePatterns()
        {
            for (int i = 0; i < 5; i++)
            {
                Texture2D tex = m_RawTilesSprites[i].texture;
                int y = (int)m_RawTilesSprites[i].rect.y;
                int x = (int)m_RawTilesSprites[i].rect.x;
                int height = (int)m_RawTilesSprites[i].rect.height;
                int width = (int)m_RawTilesSprites[i].rect.width;
                int height_half = height / 2;
                int width_half = width / 2;
                Segments[i, 0] = Sprite.Create(tex, new Rect(x, y, width_half, height_half), Vector2.zero);
                Segments[i, 1] = Sprite.Create(tex, new Rect(x + width_half, y, width_half, height_half), Vector2.zero);
                Segments[i, 2] = Sprite.Create(tex, new Rect(x, y + height_half, width_half, height_half), Vector2.zero);
                Segments[i, 3] = Sprite.Create(tex, new Rect(x + width_half, y + height_half, width_half, height_half), Vector2.zero);

            }

            m_PatternedSprites = new Sprite[47];
            for (int i = 0; i < 47; i++)
            {
                m_PatternedSprites[i] = CombineTextures(Patterns[i]);
            }
        }

        private Sprite CombineTextures(int[] TypeIndex)
        {
            int[] fixedArray = new int[4];
            fixedArray[0] = TypeIndex[2];
            fixedArray[1] = TypeIndex[3];
            fixedArray[2] = TypeIndex[0];
            fixedArray[3] = TypeIndex[1];

            Color[][] texs = new Color[4][];
            for (int i = 0; i < 4; i++)
            {

                int x = (int)Segments[fixedArray[i], i].rect.x;
                int y = (int)Segments[fixedArray[i], i].rect.y;
                int w = (int)Segments[fixedArray[i], i].rect.width;
                int h = (int)Segments[fixedArray[i], i].rect.height;
                texs[i] = Segments[fixedArray[i], i].texture.GetPixels(x, y, w, h);
            }

            int width_half = (int)Segments[0, 0].rect.width;
            int height_half = (int)Segments[0, 0].rect.height;
            int width = width_half * 2;
            int height = height_half * 2;

            Color[] texArray = new Color[width * height];
            for (int i = 0; i < height_half; i++)
            {
                Array.Copy(texs[0], i * width_half, texArray, i * width, width_half);
            }

            for (int i = 0; i < height_half; i++)
            {
                Array.Copy(texs[1], i * width_half, texArray, i * width + width_half, width_half);
            }

            for (int i = 0; i < height_half; i++)
            {
                Array.Copy(texs[2], i * width_half, texArray, (i + height_half) * width, width_half);
            }

            for (int i = 0; i < height_half; i++)
            {
                Array.Copy(texs[3], i * width_half, texArray, (i + height_half) * width + width_half, width_half);
            }
            Texture2D ret = new Texture2D(width, height, TextureFormat.ARGB32, false);
            ret.filterMode = FilterMode.Point;
            ret.wrapMode = TextureWrapMode.Clamp;
            ret.SetPixels(texArray);
            return Sprite.Create(ret, new Rect(0, 0, width, height), new Vector2(0.5f, 0.5f), width);
        }



#if UNITY_EDITOR
        [MenuItem("Assets/Create/WolfAuto Tile")]
        public static void CreateTerrainTile()
        {
            string path = EditorUtility.SaveFilePanelInProject("Save WolfAuto Tile", "New WolfAuto Tile", "asset", "Save WolfAuto Tile", "Assets");

            if (path == "")
                return;

            AssetDatabase.CreateAsset(ScriptableObject.CreateInstance<WolfAutoTile>(), path);
        }

#endif
    }

#if UNITY_EDITOR
    [CustomEditor(typeof(WolfAutoTile))]
    public class WolfAutoTileEditor : Editor
    {
        private WolfAutoTile tile { get { return (target as WolfAutoTile); } }

        public void OnEnable()
        {
            if (tile.m_RawTilesSprites == null || tile.m_RawTilesSprites.Length != 15)
            {
                tile.m_RawTilesSprites = new Sprite[15];
                EditorUtility.SetDirty(tile);
            }
            if (tile.m_RawTilesSprites[0] && tile.m_RawTilesSprites[1] && tile.m_RawTilesSprites[2] && tile.m_RawTilesSprites[3] && tile.m_RawTilesSprites[4])
            {
                tile.GeneratePatterns();
            }
        }


        public override void OnInspectorGUI()
        {
            EditorGUILayout.LabelField("ウディタ規格のオートタイルチップを上から順番にスロットしてください。(アニメーション非対応)");
            EditorGUILayout.Space();

            float oldLabelWidth = EditorGUIUtility.labelWidth;
            EditorGUIUtility.labelWidth = 210;

            EditorGUI.BeginChangeCheck();
            tile.m_RawTilesSprites[0] = (Sprite)EditorGUILayout.ObjectField("上下左右どこにもこのオートタイルがない(直角に配置したときの外側の角に現れる)", tile.m_RawTilesSprites[0], typeof(Sprite), false, null);
            tile.m_RawTilesSprites[1] = (Sprite)EditorGUILayout.ObjectField("上下にこのオートタイルがある", tile.m_RawTilesSprites[1], typeof(Sprite), false, null);
            tile.m_RawTilesSprites[2] = (Sprite)EditorGUILayout.ObjectField("左右にこのオートタイルがある", tile.m_RawTilesSprites[2], typeof(Sprite), false, null);
            tile.m_RawTilesSprites[3] = (Sprite)EditorGUILayout.ObjectField("直角にこのオートタイルを配置したとき、内側の角に現れる", tile.m_RawTilesSprites[3], typeof(Sprite), false, null);
            tile.m_RawTilesSprites[4] = (Sprite)EditorGUILayout.ObjectField("このオートタイルに周囲を全て囲まれている", tile.m_RawTilesSprites[4], typeof(Sprite), false, null);
            if (EditorGUI.EndChangeCheck())
            {
                if (tile.m_RawTilesSprites[0] && tile.m_RawTilesSprites[1] && tile.m_RawTilesSprites[2] && tile.m_RawTilesSprites[3] && tile.m_RawTilesSprites[4])
                {
                    tile.GeneratePatterns();
                }

                EditorUtility.SetDirty(tile);
            }

            EditorGUIUtility.labelWidth = oldLabelWidth;
        }
    }
#endif
}
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