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TilemapLayerHelper.cs
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using UnityEngine;
using UnityEditor;
// TilemapLayerHelper
// Use PageDown/PageUp to select between tilemap layers
// First assign tileRoot into the editorwindow field and hit GetTileMaps button
public class TilemapLayerHelper : EditorWindow
{
Transform tileRoot;
GameObject[] tilemapGos;
bool fadeOtherLayers = false;
int selectedLayer = 0;
string[] layerNames = new string[] { "" };
[MenuItem("Window/FloatingLayerManager")]
static void Init()
{
TilemapLayerHelper window = (TilemapLayerHelper)EditorWindow.GetWindow(typeof(TilemapLayerHelper));
window.titleContent = new GUIContent("TilemapLayerHelper");
window.minSize = new Vector2(320, 128);
window.Show();
}
void OnEnable()
{
SceneView.onSceneGUIDelegate += this.OnSceneGUI;
}
void OnDisable()
{
SceneView.onSceneGUIDelegate -= this.OnSceneGUI;
}
void OnGUI()
{
GUILayout.Label("tileRoot", EditorStyles.boldLabel);
tileRoot = (Transform)EditorGUILayout.ObjectField("", tileRoot, typeof(Transform), true);
// get list of tilemap layers
if (GUILayout.Button("GetLayers"))
{
var childTileMaps = tileRoot.GetComponentsInChildren<TileMap>();
layerNames = new string[childTileMaps.Length];
tilemapGos = new GameObject[childTileMaps.Length];
int i = 0;
foreach (var tm in childTileMaps)
{
layerNames[i] = tm.name;
tilemapGos[i] = tm.gameObject;
i++;
}
}
GUI.changed = false;
fadeOtherLayers = GUILayout.Toggle(fadeOtherLayers, "Fade other layers");
if (GUI.changed) // reset tilemap layer colors
{
SetTileMapLayerColors();
}
}
void OnSceneGUI(SceneView sceneView)
{
Event e = Event.current;
if (e.type == EventType.KeyDown)
{
switch (e.keyCode)
{
case KeyCode.PageUp:
selectedLayer = Wrap(--selectedLayer, layerNames.Length);
Selection.activeGameObject = tilemapGos[selectedLayer];
break;
case KeyCode.PageDown:
selectedLayer = Wrap(++selectedLayer, layerNames.Length);
Selection.activeGameObject = tilemapGos[selectedLayer];
break;
default:
break;
}
e.Use();
}
Handles.BeginGUI();
selectedLayer = GUI.SelectionGrid(new Rect(0, 32, 128, 64), selectedLayer, layerNames, 1);
if (fadeOtherLayers)
{
SetTileMapLayerColors();
}
Handles.EndGUI();
}
// make non-selected layers semi-transparent
void SetTileMapLayerColors()
{
for (int i = 0; i < layerNames.Length; i++)
{
if (i == selectedLayer || !fadeOtherLayers)
{
tilemapGos[i].GetComponent<TileMap>().color = Color.white;
} else {
tilemapGos[i].GetComponent<TileMap>().color = Color.white * 0.5f;
}
}
}
// helpers
int Wrap(int i, int i_max)
{
return ((i % i_max) + i_max) % i_max;
}
}