diff --git a/Assets/LDtkUnity/Editor/CustomEditor/LDtkComponentWorldEditor.cs b/Assets/LDtkUnity/Editor/CustomEditor/LDtkComponentWorldEditor.cs index c29e0b1e3..d64fca4c9 100644 --- a/Assets/LDtkUnity/Editor/CustomEditor/LDtkComponentWorldEditor.cs +++ b/Assets/LDtkUnity/Editor/CustomEditor/LDtkComponentWorldEditor.cs @@ -82,6 +82,9 @@ private void SpawnLevelsInWorlds() SpawnLevelsInWorld(world); } + //putting this here so that property modifications are grouped with the other actions + serializedObject.ApplyModifiedProperties(); + Undo.IncrementCurrentGroup(); } @@ -113,6 +116,13 @@ private void SpawnLevelsInWorld(LDtkComponentWorld worldComponent) return; } + LDtkProjectImporter importer = (LDtkProjectImporter)AssetImporter.GetAtPath(projectPath); + if (importer == null) + { + LDtkDebug.LogError($"This world \"{worldComponent.Identifier}\" could not load it's source project importer. Is this project imported properly?"); + return; + } + LDtkProjectFile projectFile = AssetDatabase.LoadAssetAtPath(projectPath); if (projectFile == null) { @@ -140,16 +150,48 @@ private void SpawnLevelsInWorld(LDtkComponentWorld worldComponent) } //spawn all level objects - foreach (Level level in world.Levels) + LDtkLinearLevelVector vector = new LDtkLinearLevelVector(); + WorldLayout layout = world.WorldLayout.HasValue ? world.WorldLayout.Value : WorldLayout.Free; + + //doing this so the undo system treats the array exactly as it should. + SerializedProperty levelsProperty = serializedObject.FindProperty("k__BackingField"); + levelsProperty.arraySize = world.Levels.Length; + + for (int i = 0; i < world.Levels.Length; i++) { + Level level = world.Levels[i]; GameObject levelPrefab = new LDtkRelativeGetterLevelPrefab().GetRelativeAsset(level, projectPath); if (levelPrefab == null) { continue; } - - Object levelInstance = PrefabUtility.InstantiatePrefab(levelPrefab, worldComponent.transform); + + GameObject levelInstance = (GameObject)PrefabUtility.InstantiatePrefab(levelPrefab, worldComponent.transform); Undo.RegisterCreatedObjectUndo(levelInstance, "Create level prefab instance"); + + LDtkComponentLevel levelComponent = levelInstance.GetComponent(); + + //positioning stuff + levelComponent.transform.position = level.UnityWorldSpaceCoord(layout, importer.PixelsPerUnit, vector.Scaler); + switch (layout) + { + case WorldLayout.LinearHorizontal: + vector.Next(level.PxWid); + break; + case WorldLayout.LinearVertical: + vector.Next(level.PxHei); + break; + } + + //todo potentially hook up level neighbours? + + //setup link to level for this element + levelsProperty.GetArrayElementAtIndex(i).objectReferenceValue = levelComponent; + + //setup link to project + SerializedObject levelObj = new SerializedObject(levelComponent); + levelObj.FindProperty("k__BackingField").objectReferenceValue = worldComponent; + levelObj.ApplyModifiedProperties(); } } } diff --git a/Assets/LDtkUnity/Samples~/Samples/SeparateLevelFiles/SeparateLevelFiles.unity b/Assets/LDtkUnity/Samples~/Samples/SeparateLevelFiles/SeparateLevelFiles.unity index 53bfd460f..be7bf225c 100644 --- a/Assets/LDtkUnity/Samples~/Samples/SeparateLevelFiles/SeparateLevelFiles.unity +++ b/Assets/LDtkUnity/Samples~/Samples/SeparateLevelFiles/SeparateLevelFiles.unity @@ -123,698 +123,277 @@ NavMeshSettings: debug: m_Flags: 0 m_NavMeshData: {fileID: 0} ---- !u!1001 &485879988 +--- !u!1001 &124797144 PrefabInstance: m_ObjectHideFlags: 0 serializedVersion: 2 m_Modification: serializedVersion: 3 - 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