├── .gitignore
├── Assets
├── Examples.meta
├── Examples
│ ├── PinkDot.meta
│ └── PinkDot
│ │ ├── PinkDot.prefab
│ │ ├── PinkDot.prefab.meta
│ │ ├── Player.cs
│ │ ├── Player.cs.meta
│ │ ├── Scene.meta
│ │ ├── Scene
│ │ ├── Main.unity
│ │ └── Main.unity.meta
│ │ ├── pinkdot.png
│ │ └── pinkdot.png.meta
├── TestFiles.meta
├── TestFiles
│ ├── basic.tmx
│ ├── basic.tmx.meta
│ ├── colors.gif
│ ├── colors.gif.meta
│ ├── objecttypes.xml
│ ├── objecttypes.xml.meta
│ ├── simple_platformer.tmx
│ ├── simple_platformer.tmx.meta
│ ├── tiled_examples.meta
│ └── tiled_examples
│ │ ├── buch-outdoor.png
│ │ ├── buch-outdoor.png.meta
│ │ ├── desert.tmx
│ │ ├── desert.tmx.meta
│ │ ├── desert.tsx
│ │ ├── desert.tsx.meta
│ │ ├── hexagonal-mini.tmx
│ │ ├── hexagonal-mini.tmx.meta
│ │ ├── hexmini.png
│ │ ├── hexmini.png.meta
│ │ ├── isometric_grass_and_water.png
│ │ ├── isometric_grass_and_water.png.meta
│ │ ├── isometric_grass_and_water.tmx
│ │ ├── isometric_grass_and_water.tmx.meta
│ │ ├── orthogonal-outside.tmx
│ │ ├── orthogonal-outside.tmx.meta
│ │ ├── perspective_walls.png
│ │ ├── perspective_walls.png.meta
│ │ ├── perspective_walls.tmx
│ │ ├── perspective_walls.tmx.meta
│ │ ├── perspective_walls.tsx
│ │ ├── perspective_walls.tsx.meta
│ │ ├── sewer_automap.meta
│ │ ├── sewer_automap
│ │ ├── rule_001.tmx
│ │ ├── rule_001.tmx.meta
│ │ ├── rule_002.tmx
│ │ ├── rule_002.tmx.meta
│ │ ├── rule_003.tmx
│ │ ├── rule_003.tmx.meta
│ │ ├── rule_004.tmx
│ │ ├── rule_004.tmx.meta
│ │ ├── rule_005.tmx
│ │ ├── rule_005.tmx.meta
│ │ ├── rule_006.tmx
│ │ ├── rule_006.tmx.meta
│ │ ├── rule_007.tmx
│ │ ├── rule_007.tmx.meta
│ │ ├── rule_008.tmx
│ │ ├── rule_008.tmx.meta
│ │ ├── rule_009.tmx
│ │ ├── rule_009.tmx.meta
│ │ ├── rules.txt
│ │ ├── rules.txt.meta
│ │ ├── rules_sewers.png
│ │ ├── rules_sewers.png.meta
│ │ ├── sewers.tmx
│ │ └── sewers.tmx.meta
│ │ ├── sewer_tileset.png
│ │ ├── sewer_tileset.png.meta
│ │ ├── sewers.tmx
│ │ ├── sewers.tmx.meta
│ │ ├── sticker-knight.meta
│ │ ├── sticker-knight
│ │ ├── README.md
│ │ ├── README.md.meta
│ │ ├── map.meta
│ │ ├── map
│ │ │ ├── alter.png
│ │ │ ├── alter.png.meta
│ │ │ ├── backgroundArch.png
│ │ │ ├── backgroundArch.png.meta
│ │ │ ├── backgroundMountain.png
│ │ │ ├── backgroundMountain.png.meta
│ │ │ ├── backgroundTower.png
│ │ │ ├── backgroundTower.png.meta
│ │ │ ├── backgroundTree.png
│ │ │ ├── backgroundTree.png.meta
│ │ │ ├── blobBlue.png
│ │ │ ├── blobBlue.png.meta
│ │ │ ├── blobGreen.png
│ │ │ ├── blobGreen.png.meta
│ │ │ ├── blue.png
│ │ │ ├── blue.png.meta
│ │ │ ├── bombStroked.png
│ │ │ ├── bombStroked.png.meta
│ │ │ ├── castleWall.png
│ │ │ ├── castleWall.png.meta
│ │ │ ├── cloud.png
│ │ │ ├── cloud.png.meta
│ │ │ ├── column1.png
│ │ │ ├── column1.png.meta
│ │ │ ├── column2.png
│ │ │ ├── column2.png.meta
│ │ │ ├── doorBlueStroked.png
│ │ │ ├── doorBlueStroked.png.meta
│ │ │ ├── doorGreenStroke.png
│ │ │ ├── doorGreenStroke.png.meta
│ │ │ ├── doorRedStroked.png
│ │ │ ├── doorRedStroked.png.meta
│ │ │ ├── doorStroked.png
│ │ │ ├── doorStroked.png.meta
│ │ │ ├── earthWall.png
│ │ │ ├── earthWall.png.meta
│ │ │ ├── earthWall2.png
│ │ │ ├── earthWall2.png.meta
│ │ │ ├── exit.png
│ │ │ ├── exit.png.meta
│ │ │ ├── flare.png
│ │ │ ├── flare.png.meta
│ │ │ ├── gemBlueStroked.png
│ │ │ ├── gemBlueStroked.png.meta
│ │ │ ├── gemRedStroked.png
│ │ │ ├── gemRedStroked.png.meta
│ │ │ ├── grassLarge.png
│ │ │ ├── grassLarge.png.meta
│ │ │ ├── grassSmall.png
│ │ │ ├── grassSmall.png.meta
│ │ │ ├── grey.png
│ │ │ ├── grey.png.meta
│ │ │ ├── hero.png
│ │ │ ├── hero.png.meta
│ │ │ ├── keyGreenStroked.png
│ │ │ ├── keyGreenStroked.png.meta
│ │ │ ├── keyRedStroked.png
│ │ │ ├── keyRedStroked.png.meta
│ │ │ ├── keyYellowStroked.png
│ │ │ ├── keyYellowStroked.png.meta
│ │ │ ├── platform1.png
│ │ │ ├── platform1.png.meta
│ │ │ ├── platform2.png
│ │ │ ├── platform2.png.meta
│ │ │ ├── platform3.png
│ │ │ ├── platform3.png.meta
│ │ │ ├── platform4.png
│ │ │ ├── platform4.png.meta
│ │ │ ├── platformBase1.png
│ │ │ ├── platformBase1.png.meta
│ │ │ ├── platformBase2.png
│ │ │ ├── platformBase2.png.meta
│ │ │ ├── platformBase3.png
│ │ │ ├── platformBase3.png.meta
│ │ │ ├── platformBase4.png
│ │ │ ├── platformBase4.png.meta
│ │ │ ├── platformBlock1.png
│ │ │ ├── platformBlock1.png.meta
│ │ │ ├── platformBlock2.png
│ │ │ ├── platformBlock2.png.meta
│ │ │ ├── platformBlock3.png
│ │ │ ├── platformBlock3.png.meta
│ │ │ ├── platformBlock4.png
│ │ │ ├── platformBlock4.png.meta
│ │ │ ├── platformConnector1.png
│ │ │ ├── platformConnector1.png.meta
│ │ │ ├── platformConnector2.png
│ │ │ ├── platformConnector2.png.meta
│ │ │ ├── platformConnector3.png
│ │ │ ├── platformConnector3.png.meta
│ │ │ ├── platformConnector4.png
│ │ │ ├── platformConnector4.png.meta
│ │ │ ├── pushBlock1.png
│ │ │ ├── pushBlock1.png.meta
│ │ │ ├── pushBlock2.png
│ │ │ ├── pushBlock2.png.meta
│ │ │ ├── pushBlock3.png
│ │ │ ├── pushBlock3.png.meta
│ │ │ ├── sandbox.tmx
│ │ │ ├── sandbox.tmx.meta
│ │ │ ├── sandbox2.tmx
│ │ │ ├── sandbox2.tmx.meta
│ │ │ ├── shadow.png
│ │ │ ├── shadow.png.meta
│ │ │ ├── shieldStroked.png
│ │ │ ├── shieldStroked.png.meta
│ │ │ ├── sign.png
│ │ │ ├── sign.png.meta
│ │ │ ├── skeleton.png
│ │ │ ├── skeleton.png.meta
│ │ │ ├── swordStroked.png
│ │ │ ├── swordStroked.png.meta
│ │ │ ├── torch.png
│ │ │ ├── torch.png.meta
│ │ │ ├── trap.png
│ │ │ ├── trap.png.meta
│ │ │ ├── wallDecor1.png
│ │ │ ├── wallDecor1.png.meta
│ │ │ ├── wallDecor2.png
│ │ │ ├── wallDecor2.png.meta
│ │ │ ├── wallDecor3.png
│ │ │ ├── wallDecor3.png.meta
│ │ │ ├── window1.png
│ │ │ ├── window1.png.meta
│ │ │ ├── window2.png
│ │ │ ├── window2.png.meta
│ │ │ ├── window3.png
│ │ │ └── window3.png.meta
│ │ ├── preview.png
│ │ ├── preview.png.meta
│ │ ├── sprites.png
│ │ ├── sprites.png.meta
│ │ ├── ui.meta
│ │ └── ui
│ │ │ ├── backgroundSet.png
│ │ │ ├── backgroundSet.png.meta
│ │ │ ├── block.png
│ │ │ ├── block.png.meta
│ │ │ ├── buttonHelp.png
│ │ │ ├── buttonHelp.png.meta
│ │ │ ├── buttonStart.png
│ │ │ ├── buttonStart.png.meta
│ │ │ ├── cloud.png
│ │ │ ├── cloud.png.meta
│ │ │ ├── gem.png
│ │ │ ├── gem.png.meta
│ │ │ ├── heart.png
│ │ │ ├── heart.png.meta
│ │ │ ├── helpBackground.png
│ │ │ ├── helpBackground.png.meta
│ │ │ ├── shield.png
│ │ │ ├── shield.png.meta
│ │ │ ├── title.json
│ │ │ ├── title.json.meta
│ │ │ ├── title.png
│ │ │ └── title.png.meta
│ │ ├── tmw_desert_spacing.png
│ │ └── tmw_desert_spacing.png.meta
├── Tile4UnitySettings.asset
├── Tile4UnitySettings.asset.meta
├── Tiled4Unity.meta
└── Tiled4Unity
│ ├── Imported.meta
│ ├── Imported
│ ├── _ReadMe.txt
│ └── _ReadMe.txt.meta
│ ├── License.txt
│ ├── License.txt.meta
│ ├── Materials.meta
│ ├── Materials
│ ├── _ReadMe.txt
│ └── _ReadMe.txt.meta
│ ├── Meshes.meta
│ ├── Meshes
│ ├── _ReadMe.txt
│ └── _ReadMe.txt.meta
│ ├── Prefabs.meta
│ ├── Prefabs
│ ├── _ReadMe.txt
│ └── _ReadMe.txt.meta
│ ├── Scripts.meta
│ ├── Scripts
│ ├── Editor.meta
│ ├── Editor
│ │ ├── Algorithmia.meta
│ │ ├── Algorithmia
│ │ │ ├── MultiValueDictionary.cs
│ │ │ └── MultiValueDictionary.cs.meta
│ │ ├── Clipper.meta
│ │ ├── Clipper
│ │ │ ├── License.txt
│ │ │ ├── License.txt.meta
│ │ │ ├── clipper.cs
│ │ │ └── clipper.cs.meta
│ │ ├── ExportClasses.meta
│ │ ├── ExportClasses
│ │ │ ├── TiledMapExporter.AssignMaterials.cs
│ │ │ ├── TiledMapExporter.AssignMaterials.cs.meta
│ │ │ ├── TiledMapExporter.Clipper.cs
│ │ │ ├── TiledMapExporter.Clipper.cs.meta
│ │ │ ├── TiledMapExporter.ImportFiles.cs
│ │ │ ├── TiledMapExporter.ImportFiles.cs.meta
│ │ │ ├── TiledMapExporter.Obj.cs
│ │ │ ├── TiledMapExporter.Obj.cs.meta
│ │ │ ├── TiledMapExporter.Prefab.cs
│ │ │ ├── TiledMapExporter.Prefab.cs.meta
│ │ │ ├── TiledMapExporter.cs
│ │ │ └── TiledMapExporter.cs.meta
│ │ ├── Geometry.meta
│ │ ├── Geometry
│ │ │ ├── ComposeConvexPolygons.cs
│ │ │ ├── ComposeConvexPolygons.cs.meta
│ │ │ ├── CompositionPolygon.cs
│ │ │ ├── CompositionPolygon.cs.meta
│ │ │ ├── Math.cs
│ │ │ ├── Math.cs.meta
│ │ │ ├── PolygonEdge.cs
│ │ │ ├── PolygonEdge.cs.meta
│ │ │ ├── PolygonEdgeGroup.cs
│ │ │ ├── PolygonEdgeGroup.cs.meta
│ │ │ ├── TriangulateClipperSolution.cs
│ │ │ └── TriangulateClipperSolution.cs.meta
│ │ ├── Importert.meta
│ │ ├── Importert
│ │ │ ├── CustomTiledImporterAttribute.cs
│ │ │ ├── CustomTiledImporterAttribute.cs.meta
│ │ │ ├── ICustomTiledImporter.cs
│ │ │ ├── ICustomTiledImporter.cs.meta
│ │ │ ├── ImportTiled4Unity.Material.cs
│ │ │ ├── ImportTiled4Unity.Material.cs.meta
│ │ │ ├── ImportTiled4Unity.Mesh.cs
│ │ │ ├── ImportTiled4Unity.Mesh.cs.meta
│ │ │ ├── ImportTiled4Unity.Texture.cs
│ │ │ ├── ImportTiled4Unity.Texture.cs.meta
│ │ │ ├── ImportTiled4Unity.Xml.cs
│ │ │ ├── ImportTiled4Unity.Xml.cs.meta
│ │ │ ├── ImportTiled4Unity.cs
│ │ │ ├── ImportTiled4Unity.cs.meta
│ │ │ ├── ImportUtils.cs
│ │ │ ├── ImportUtils.cs.meta
│ │ │ ├── ImportXMLHelper.cs
│ │ │ ├── ImportXMLHelper.cs.meta
│ │ │ ├── SortingLayerExposedEditor.cs
│ │ │ ├── SortingLayerExposedEditor.cs.meta
│ │ │ ├── Tiled4UnityMenuItems.cs
│ │ │ ├── Tiled4UnityMenuItems.cs.meta
│ │ │ ├── TiledAssetPostProcessor.cs
│ │ │ └── TiledAssetPostProcessor.cs.meta
│ │ ├── LibTessDotNet.meta
│ │ ├── LibTessDotNet
│ │ │ ├── LICENSE.txt
│ │ │ ├── LICENSE.txt.meta
│ │ │ ├── Sources.meta
│ │ │ └── Sources
│ │ │ │ ├── Dict.cs
│ │ │ │ ├── Dict.cs.meta
│ │ │ │ ├── Geom.cs
│ │ │ │ ├── Geom.cs.meta
│ │ │ │ ├── Mesh.cs
│ │ │ │ ├── Mesh.cs.meta
│ │ │ │ ├── MeshUtils.cs
│ │ │ │ ├── MeshUtils.cs.meta
│ │ │ │ ├── PriorityHeap.cs
│ │ │ │ ├── PriorityHeap.cs.meta
│ │ │ │ ├── PriorityQueue.cs
│ │ │ │ ├── PriorityQueue.cs.meta
│ │ │ │ ├── Sweep.cs
│ │ │ │ ├── Sweep.cs.meta
│ │ │ │ ├── Tess.cs
│ │ │ │ └── Tess.cs.meta
│ │ ├── TmxClasses.meta
│ │ ├── TmxClasses
│ │ │ ├── Size.cs
│ │ │ ├── Size.cs.meta
│ │ │ ├── TmxAnimation.cs
│ │ │ ├── TmxAnimation.cs.meta
│ │ │ ├── TmxException.cs
│ │ │ ├── TmxException.cs.meta
│ │ │ ├── TmxFrame.cs
│ │ │ ├── TmxFrame.cs.meta
│ │ │ ├── TmxHasPoints.cs
│ │ │ ├── TmxHasPoints.cs.meta
│ │ │ ├── TmxHasProperties.cs
│ │ │ ├── TmxHasProperties.cs.meta
│ │ │ ├── TmxHelper.cs
│ │ │ ├── TmxHelper.cs.meta
│ │ │ ├── TmxImage.Xml.cs
│ │ │ ├── TmxImage.Xml.cs.meta
│ │ │ ├── TmxImage.cs
│ │ │ ├── TmxImage.cs.meta
│ │ │ ├── TmxLayer.Xml.cs
│ │ │ ├── TmxLayer.Xml.cs.meta
│ │ │ ├── TmxLayer.cs
│ │ │ ├── TmxLayer.cs.meta
│ │ │ ├── TmxLayerBase.cs
│ │ │ ├── TmxLayerBase.cs.meta
│ │ │ ├── TmxMap.Xml.cs
│ │ │ ├── TmxMap.Xml.cs.meta
│ │ │ ├── TmxMap.cs
│ │ │ ├── TmxMap.cs.meta
│ │ │ ├── TmxMath.cs
│ │ │ ├── TmxMath.cs.meta
│ │ │ ├── TmxMesh.cs
│ │ │ ├── TmxMesh.cs.meta
│ │ │ ├── TmxObject.Xml.cs
│ │ │ ├── TmxObject.Xml.cs.meta
│ │ │ ├── TmxObject.cs
│ │ │ ├── TmxObject.cs.meta
│ │ │ ├── TmxObjectEllipse.cs
│ │ │ ├── TmxObjectEllipse.cs.meta
│ │ │ ├── TmxObjectGroup.Xml.cs
│ │ │ ├── TmxObjectGroup.Xml.cs.meta
│ │ │ ├── TmxObjectGroup.cs
│ │ │ ├── TmxObjectGroup.cs.meta
│ │ │ ├── TmxObjectPolygon.cs
│ │ │ ├── TmxObjectPolygon.cs.meta
│ │ │ ├── TmxObjectPolyline.cs
│ │ │ ├── TmxObjectPolyline.cs.meta
│ │ │ ├── TmxObjectRectangle.cs
│ │ │ ├── TmxObjectRectangle.cs.meta
│ │ │ ├── TmxObjectTile.cs
│ │ │ ├── TmxObjectTile.cs.meta
│ │ │ ├── TmxObjectType.cs
│ │ │ ├── TmxObjectType.cs.meta
│ │ │ ├── TmxObjectTypeProperty.cs
│ │ │ ├── TmxObjectTypeProperty.cs.meta
│ │ │ ├── TmxObjectTypes.cs
│ │ │ ├── TmxObjectTypes.cs.meta
│ │ │ ├── TmxProperties.Xml.cs
│ │ │ ├── TmxProperties.Xml.cs.meta
│ │ │ ├── TmxProperties.cs
│ │ │ ├── TmxProperties.cs.meta
│ │ │ ├── TmxProperty.cs
│ │ │ ├── TmxProperty.cs.meta
│ │ │ ├── TmxPropertyType.cs
│ │ │ ├── TmxPropertyType.cs.meta
│ │ │ ├── TmxRotationMatrix.cs
│ │ │ ├── TmxRotationMatrix.cs.meta
│ │ │ ├── TmxTile.Xml.cs
│ │ │ ├── TmxTile.Xml.cs.meta
│ │ │ ├── TmxTile.cs
│ │ │ └── TmxTile.cs.meta
│ │ ├── Unity.IO.Compression.meta
│ │ ├── Unity.IO.Compression
│ │ │ ├── BlockType.cs
│ │ │ ├── BlockType.cs.meta
│ │ │ ├── CompressionMode.cs
│ │ │ ├── CompressionMode.cs.meta
│ │ │ ├── CopyEncoder.cs
│ │ │ ├── CopyEncoder.cs.meta
│ │ │ ├── Crc32Helper.cs
│ │ │ ├── Crc32Helper.cs.meta
│ │ │ ├── DeflateInput.cs
│ │ │ ├── DeflateInput.cs.meta
│ │ │ ├── DeflateStream.cs
│ │ │ ├── DeflateStream.cs.meta
│ │ │ ├── DeflateStreamAsyncResult.cs
│ │ │ ├── DeflateStreamAsyncResult.cs.meta
│ │ │ ├── DeflaterManaged.cs
│ │ │ ├── DeflaterManaged.cs.meta
│ │ │ ├── FastEncoder.cs
│ │ │ ├── FastEncoder.cs.meta
│ │ │ ├── FastEncoderStatics.cs
│ │ │ ├── FastEncoderStatics.cs.meta
│ │ │ ├── FastEncoderWindow.cs
│ │ │ ├── FastEncoderWindow.cs.meta
│ │ │ ├── FileFormats.cs
│ │ │ ├── FileFormats.cs.meta
│ │ │ ├── GZipDecoder.cs
│ │ │ ├── GZipDecoder.cs.meta
│ │ │ ├── GZipStream.cs
│ │ │ ├── GZipStream.cs.meta
│ │ │ ├── GZipUtils.cs
│ │ │ ├── GZipUtils.cs.meta
│ │ │ ├── HuffmanTree.cs
│ │ │ ├── HuffmanTree.cs.meta
│ │ │ ├── IDeflater.cs
│ │ │ ├── IDeflater.cs.meta
│ │ │ ├── Inflater.cs
│ │ │ ├── Inflater.cs.meta
│ │ │ ├── InflaterState.cs
│ │ │ ├── InflaterState.cs.meta
│ │ │ ├── InputBuffer.cs
│ │ │ ├── InputBuffer.cs.meta
│ │ │ ├── InvalidDataException.cs
│ │ │ ├── InvalidDataException.cs.meta
│ │ │ ├── Match.cs
│ │ │ ├── Match.cs.meta
│ │ │ ├── MatchState.cs
│ │ │ ├── MatchState.cs.meta
│ │ │ ├── OutputBuffer.cs
│ │ │ ├── OutputBuffer.cs.meta
│ │ │ ├── OutputWindow.cs
│ │ │ ├── OutputWindow.cs.meta
│ │ │ ├── README.md
│ │ │ ├── README.md.meta
│ │ │ ├── SR.cs
│ │ │ └── SR.cs.meta
│ │ ├── Utils.meta
│ │ └── Utils
│ │ │ ├── HashIndexOf.cs
│ │ │ ├── HashIndexOf.cs.meta
│ │ │ ├── ImportProgressBar.cs
│ │ │ ├── ImportProgressBar.cs.meta
│ │ │ ├── LayerClipper.cs
│ │ │ ├── LayerClipper.cs.meta
│ │ │ ├── PolylineReduction.cs
│ │ │ ├── PolylineReduction.cs.meta
│ │ │ ├── Settings.cs
│ │ │ ├── Settings.cs.meta
│ │ │ ├── Tile4UnitySettings.cs
│ │ │ ├── Tile4UnitySettings.cs.meta
│ │ │ ├── TmxImporter.cs
│ │ │ ├── TmxImporter.cs.meta
│ │ │ ├── Tuple.cs
│ │ │ └── Tuple.cs.meta
│ ├── Runtime.meta
│ └── Runtime
│ │ ├── SortingLayerExposed.cs
│ │ ├── SortingLayerExposed.cs.meta
│ │ ├── SpriteDepthInMap.cs
│ │ ├── SpriteDepthInMap.cs.meta
│ │ ├── TileAnimator.cs
│ │ ├── TileAnimator.cs.meta
│ │ ├── TiledInitialShaderProperties.cs
│ │ ├── TiledInitialShaderProperties.cs.meta
│ │ ├── TiledMap.cs
│ │ └── TiledMap.cs.meta
│ ├── Shaders.meta
│ ├── Shaders
│ ├── shaColorKey.shader
│ ├── shaColorKey.shader.meta
│ ├── shaDefault.shader
│ ├── shaDefault.shader.meta
│ ├── shaDepth.shader
│ ├── shaDepth.shader.meta
│ ├── shaDepthColorKey.shader
│ ├── shaDepthColorKey.shader.meta
│ ├── shaTiledMap.shader
│ └── shaTiledMap.shader.meta
│ ├── Textures.meta
│ ├── Textures
│ ├── _ReadMe.txt
│ └── _ReadMe.txt.meta
│ ├── Tiled4Unity.export.txt
│ └── Tiled4Unity.export.txt.meta
├── ProjectSettings
├── AudioManager.asset
├── ClusterInputManager.asset
├── DynamicsManager.asset
├── EditorBuildSettings.asset
├── EditorSettings.asset
├── GraphicsSettings.asset
├── InputManager.asset
├── NavMeshAreas.asset
├── NetworkManager.asset
├── Physics2DSettings.asset
├── ProjectSettings.asset
├── ProjectVersion.txt
├── QualitySettings.asset
├── TagManager.asset
├── TimeManager.asset
├── UnityAdsSettings.asset
└── UnityConnectSettings.asset
├── README.md
├── doc-config
└── docs
├── css
├── font-awesome.css
└── font-awesome.min.css
├── fonts
├── FontAwesome.otf
├── fontawesome-webfont.eot
├── fontawesome-webfont.svg
├── fontawesome-webfont.ttf
├── fontawesome-webfont.woff
└── fontawesome-webfont.woff2
├── google365fc41f145b8027.html
├── img
├── menu.PNG
├── objtemplate.PNG
├── prefab.PNG
└── settings.PNG
├── index.html
└── style.css
/.gitignore:
--------------------------------------------------------------------------------
1 | /[Ll]ibrary/
2 | /[Tt]emp/
3 | /[Oo]bj/
4 | /[Bb]uild/
5 | /[Bb]uilds/
6 | /Assets/AssetStoreTools*
7 |
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11 | *.csproj
12 | *.unityproj
13 | *.sln
14 | *.suo
15 | *.tmp
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28 |
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31 | *.unitypackage
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1 | Sticker Knight platformer example
2 | ---------------------------------
3 |
4 | This example is by @ponywolf and released to the public domain. You can
5 | find it at http://opengameart.org/content/sticker-knight-platformer.
6 |
7 | It's a great example of using the flexible image collection tilesets with
8 | tiles on object layers, for both the map and the UI.
9 |
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2 | Copyright (C) 2014 Sean Barton (http://www.seanba.com)
3 |
4 |
5 |
6 | MIT License
7 |
8 |
9 |
10 | Permission is hereby granted, free of charge, to any person obtaining
11 | a copy of this software and associated documentation files (the
12 | "Software"), to deal in the Software without restriction, including
13 | without limitation the rights to use, copy, modify, merge, publish,
14 | distribute, sublicense, and/or sell copies of the Software, and to
15 | permit persons to whom the Software is furnished to do so, subject to
16 | the following conditions:
17 |
18 | The above copyright notice and this permission notice shall be
19 | included in all copies or substantial portions of the Software.
20 |
21 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
22 | EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
23 | MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
24 | NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
25 | LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
26 | OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
27 | WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
28 |
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1 | The Clipper Library (including Delphi, C++ & C# source code, other accompanying
2 | code, examples and documentation), hereafter called "the Software", has been
3 | released under the following license, terms and conditions:
4 |
5 | Boost Software License - Version 1.0 - August 17th, 2003
6 | http://www.boost.org/LICENSE_1_0.txt
7 |
8 | Permission is hereby granted, free of charge, to any person or organization
9 | obtaining a copy of the Software covered by this license to use, reproduce,
10 | display, distribute, execute, and transmit the Software, and to prepare
11 | derivative works of the Software, and to permit third-parties to whom the
12 | Software is furnished to do so, all subject to the following:
13 |
14 | The copyright notices in the Software and this entire statement, including the
15 | above license grant, this restriction and the following disclaimer, must be
16 | included in all copies of the Software, in whole or in part, and all derivative
17 | works of the Software, unless such copies or derivative works are solely in the
18 | form of machine-executable object code generated by a source language processor.
19 |
20 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
21 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
22 | FITNESS FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO EVENT SHALL
23 | THE COPYRIGHT HOLDERS OR ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE FOR ANY
24 | DAMAGES OR OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR OTHERWISE, ARISING
25 | FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
26 | THE SOFTWARE.
27 |
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/Assets/Tiled4Unity/Scripts/Editor/Geometry/Math.cs:
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1 | using UnityEngine;
2 |
3 | namespace Tiled4Unity.Geometry
4 | {
5 | class Math
6 | {
7 | // Points are ordered CCW with B as the junction
8 | public static float Cross(Vector2 A, Vector2 B, Vector2 C)
9 | {
10 | Vector2 lhs = new Vector2(B.x - A.x, B.y - A.y);
11 | Vector2 rhs = new Vector2(C.x - B.x, C.y - B.y);
12 | return (lhs.x * rhs.y) - (lhs.y * rhs.x);
13 | }
14 |
15 | }
16 | }
17 |
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/Assets/Tiled4Unity/Scripts/Editor/Importert/CustomTiledImporterAttribute.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 |
6 | using UnityEditor;
7 | using UnityEngine;
8 |
9 | namespace Tiled4Unity
10 | {
11 | [AttributeUsage(System.AttributeTargets.Class, AllowMultiple = false)]
12 | class CustomTiledImporterAttribute : System.Attribute
13 | {
14 | public int Order { get; set; }
15 | }
16 | }
17 |
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/Assets/Tiled4Unity/Scripts/Editor/Importert/ICustomTiledImporter.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 |
6 | using UnityEngine;
7 |
8 | namespace Tiled4Unity
9 | {
10 | interface ICustomTiledImporter
11 | {
12 | // A game object within the prefab has some custom properites assigned through Tiled that are not consumed by Tiled4Unity
13 | // This callback gives customized importers a chance to react to such properites.
14 | void HandleCustomProperties(GameObject gameObject, IDictionary customProperties);
15 |
16 | // Called just before the prefab is saved to the asset database
17 | // A last chance opporunity to modify it through script
18 | void CustomizePrefab(GameObject prefab);
19 | }
20 | }
21 |
22 | // Examples
23 | /*
24 | [Tiled4Unity.CustomTiledImporter]
25 | class CustomImporterAddComponent : Tiled4Unity.ICustomTiledImporter
26 | {
27 | public void HandleCustomProperties(UnityEngine.GameObject gameObject,
28 | IDictionary props)
29 | {
30 | // Simply add a component to our GameObject
31 | if (props.ContainsKey("AddComp"))
32 | {
33 | gameObject.AddComponent(props["AddComp"]);
34 | }
35 | }
36 |
37 |
38 | public void CustomizePrefab(GameObject prefab)
39 | {
40 | // Do nothing
41 | }
42 | }
43 | */
44 |
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/Assets/Tiled4Unity/Scripts/Editor/Importert/ImportTiled4Unity.Texture.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 |
6 | using UnityEditor;
7 | using UnityEngine;
8 |
9 | namespace Tiled4Unity
10 | {
11 | // Handled a texture being imported
12 | partial class ImportTiled4Unity
13 | {
14 | public void TextureImported(string texturePath)
15 | {
16 | // This is a fixup method due to materials and textures, under some conditions, being imported out of order
17 | Texture2D texture2d = AssetDatabase.LoadAssetAtPath(texturePath, typeof(Texture2D)) as Texture2D;
18 | Material material = AssetDatabase.LoadAssetAtPath(GetMaterialAssetPath(texturePath), typeof(Material)) as Material;
19 | if (material == null)
20 | {
21 | Debug.LogError(String.Format("Error importing texture '{0}'. Could not find material. Try re-importing Tiled4Unity/Imported/[MapName].tiled4unity.xml file", texturePath));
22 | }
23 | else
24 | {
25 | material.SetTexture("_MainTex", texture2d);
26 | }
27 | }
28 | }
29 | }
30 |
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/Assets/Tiled4Unity/Scripts/Editor/LibTessDotNet/LICENSE.txt:
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1 | ** SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008)
2 | ** Copyright (C) 2011 Silicon Graphics, Inc.
3 | ** All Rights Reserved.
4 | **
5 | ** Permission is hereby granted, free of charge, to any person obtaining a copy
6 | ** of this software and associated documentation files (the "Software"), to deal
7 | ** in the Software without restriction, including without limitation the rights
8 | ** to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
9 | ** of the Software, and to permit persons to whom the Software is furnished to do so,
10 | ** subject to the following conditions:
11 | **
12 | ** The above copyright notice including the dates of first publication and either this
13 | ** permission notice or a reference to http://oss.sgi.com/projects/FreeB/ shall be
14 | ** included in all copies or substantial portions of the Software.
15 | **
16 | ** THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
17 | ** INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
18 | ** PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL SILICON GRAPHICS, INC.
19 | ** BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
20 | ** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE
21 | ** OR OTHER DEALINGS IN THE SOFTWARE.
22 | **
23 | ** Except as contained in this notice, the name of Silicon Graphics, Inc. shall not
24 | ** be used in advertising or otherwise to promote the sale, use or other dealings in
25 | ** this Software without prior written authorization from Silicon Graphics, Inc.
26 |
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/Assets/Tiled4Unity/Scripts/Editor/TmxClasses/Size.cs:
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1 | public struct Size
2 | {
3 | public int Width;
4 | public int Height;
5 |
6 | public Size(int w, int h)
7 | {
8 | Width = w;
9 | Height = h;
10 | }
11 | }
12 |
13 | public struct SizeF
14 | {
15 | public float Width;
16 | public float Height;
17 |
18 | public SizeF(float w, float h)
19 | {
20 | Width = w;
21 | Height = h;
22 | }
23 | }
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/Assets/Tiled4Unity/Scripts/Editor/TmxClasses/TmxAnimation.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Xml;
6 | using System.Xml.Linq;
7 |
8 | namespace Tiled4Unity
9 | {
10 | public partial class TmxAnimation
11 | {
12 | public List Frames { get; private set; }
13 | public int TotalTimeMs { get; private set; }
14 |
15 | public TmxAnimation()
16 | {
17 | this.Frames = new List();
18 | }
19 |
20 | public static TmxAnimation FromXml(XElement xml, uint globalStartId)
21 | {
22 | TmxAnimation tmxAnimation = new TmxAnimation();
23 |
24 | foreach (var xmlFrame in xml.Elements("frame"))
25 | {
26 | TmxFrame tmxFrame = TmxFrame.FromXml(xmlFrame, globalStartId);
27 | tmxAnimation.Frames.Add(tmxFrame);
28 | tmxAnimation.TotalTimeMs += tmxFrame.DurationMs;
29 | }
30 |
31 | return tmxAnimation;
32 | }
33 |
34 | // Returns an single frame animation
35 | public static TmxAnimation FromTileId(uint globalTileId)
36 | {
37 | TmxAnimation tmxAnimation = new TmxAnimation();
38 |
39 | TmxFrame tmxFrame = TmxFrame.FromTileId(globalTileId);
40 | tmxAnimation.Frames.Add(tmxFrame);
41 |
42 | return tmxAnimation;
43 | }
44 |
45 | }
46 | }
47 |
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/Assets/Tiled4Unity/Scripts/Editor/TmxClasses/TmxException.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Xml;
6 | using System.Xml.Linq;
7 |
8 | namespace Tiled4Unity
9 | {
10 | public class TmxException : Exception
11 | {
12 | public TmxException(string message)
13 | : base(message)
14 | {
15 | }
16 |
17 | public TmxException(string message, Exception inner)
18 | : base(message, inner)
19 | {
20 | }
21 |
22 | public static void ThrowFormat(string fmt, params object[] args)
23 | {
24 | string msg = String.Format(fmt, args);
25 | throw new TmxException(msg);
26 | }
27 |
28 | public static void FromAttributeException(Exception inner, XElement element)
29 | {
30 | StringBuilder builder = new StringBuilder(inner.Message);
31 | Array.ForEach(element.Attributes().ToArray(), a => builder.AppendFormat("\n {0}", a.ToString()));
32 | TmxException.ThrowFormat("Error parsing {0} attributes\n{1}", element.Name, builder.ToString());
33 | }
34 |
35 | }
36 | }
37 |
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/Assets/Tiled4Unity/Scripts/Editor/TmxClasses/TmxFrame.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Xml;
6 | using System.Xml.Linq;
7 |
8 | namespace Tiled4Unity
9 | {
10 | public partial class TmxFrame
11 | {
12 | public uint GlobalTileId { get; private set; }
13 | public int DurationMs { get; private set; }
14 |
15 | public static TmxFrame FromTileId(uint tileId)
16 | {
17 | TmxFrame tmxFrame = new TmxFrame();
18 | tmxFrame.GlobalTileId = tileId;
19 | tmxFrame.DurationMs = 0;
20 |
21 | return tmxFrame;
22 | }
23 |
24 | public static TmxFrame FromXml(XElement xml, uint globalStartId)
25 | {
26 | TmxFrame tmxFrame = new TmxFrame();
27 |
28 | uint localTileId = TmxHelper.GetAttributeAsUInt(xml, "tileid");
29 | tmxFrame.GlobalTileId = localTileId + globalStartId;
30 | tmxFrame.DurationMs = TmxHelper.GetAttributeAsInt(xml, "duration", 100);
31 |
32 | return tmxFrame;
33 | }
34 | }
35 | }
36 |
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/Assets/Tiled4Unity/Scripts/Editor/TmxClasses/TmxHasPoints.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using System.Linq;
5 | using System.Text;
6 |
7 | namespace Tiled4Unity
8 | {
9 | public interface TmxHasPoints
10 | {
11 | List Points { get; set; }
12 | bool ArePointsClosed();
13 | }
14 | }
15 |
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/Assets/Tiled4Unity/Scripts/Editor/TmxClasses/TmxHasProperties.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 |
6 | namespace Tiled4Unity
7 | {
8 | public interface TmxHasProperties
9 | {
10 | TmxProperties Properties { get; }
11 | }
12 | }
13 |
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/Assets/Tiled4Unity/Scripts/Editor/TmxClasses/TmxImage.Xml.cs:
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1 | using System;
2 | using UnityEngine;
3 | using System.IO;
4 | using System.Xml.Linq;
5 |
6 | namespace Tiled4Unity
7 | {
8 | partial class TmxImage
9 | {
10 | public static TmxImage FromXml(XElement elemImage, string projectPath)
11 | {
12 | TmxImage tmxImage = new TmxImage();
13 | tmxImage.AbsolutePath = projectPath+elemImage.Attribute("source").Value;
14 |
15 | try
16 | {
17 | tmxImage.ImageBitmap = TmxHelper.FromFileBitmap32bpp(tmxImage.AbsolutePath);
18 | }
19 | catch (FileNotFoundException fnf)
20 | {
21 | string msg = String.Format("Image file not found: {0}", tmxImage.AbsolutePath);
22 | throw new TmxException(msg, fnf);
23 | }
24 |
25 | tmxImage.Size = new Size(tmxImage.ImageBitmap.width, tmxImage.ImageBitmap.height);
26 |
27 | // Some images use a transparency color key instead of alpha (blerg)
28 | tmxImage.TransparentColor = TmxHelper.GetAttributeAsString(elemImage, "trans", "");
29 | if (!String.IsNullOrEmpty(tmxImage.TransparentColor))
30 | {
31 | //TODO: Transparent color? this would require a material
32 | //Color transColor = TmxHelper.ColorFromHtml(tmxImage.TransparentColor);
33 | //tmxImage.ImageBitmap.(transColor);
34 | }
35 |
36 | return tmxImage;
37 | }
38 | }
39 | }
40 |
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/Assets/Tiled4Unity/Scripts/Editor/TmxClasses/TmxImage.cs:
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1 | using System;
2 | using UnityEngine;
3 |
4 | namespace Tiled4Unity
5 | {
6 | public partial class TmxImage
7 | {
8 | public string AbsolutePath { get; private set; }
9 | public Size Size { get; private set; }
10 | public String TransparentColor { get; set; }
11 | public Texture ImageBitmap { get; private set; }
12 | }
13 | }
14 |
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/Assets/Tiled4Unity/Scripts/Editor/TmxClasses/TmxLayerBase.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 |
6 | namespace Tiled4Unity
7 | {
8 | // There are several different "layer" types in Tiled that share some behaviour (tile layer, object layer, image layer)
9 | // (In Tiled4Unity we treat image layers as a special case of tile layer)
10 | public class TmxLayerBase : TmxHasProperties
11 | {
12 | public TmxProperties Properties { get; protected set; }
13 |
14 | public int XmlElementIndex { get; protected set; }
15 |
16 | public string SortingLayerName { get; set; }
17 | public int SortingOrder { get; set; }
18 |
19 | public string UnityLayerOverrideName { get; protected set; }
20 | }
21 | }
22 |
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/Assets/Tiled4Unity/Scripts/Editor/TmxClasses/TmxObjectEllipse.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using UnityEngine;
6 |
7 | namespace Tiled4Unity
8 | {
9 | public class TmxObjectEllipse : TmxObject
10 | {
11 | public bool IsCircle()
12 | {
13 | return (this.Size.Width == this.Size.Height);
14 | }
15 |
16 | public float Radius
17 | {
18 | get
19 | {
20 | Debug.Assert(IsCircle());
21 | return this.Size.Width * 0.5f;
22 | }
23 | }
24 |
25 | public override Rect GetWorldBounds()
26 | {
27 | return new Rect(this.Position.x, this.Position.y, this.Size.Width, this.Size.Height);
28 | }
29 |
30 | protected override void InternalFromXml(System.Xml.Linq.XElement xml, TmxMap tmxMap)
31 | {
32 | // No extra data for ellipses
33 | }
34 |
35 | protected override string InternalGetDefaultName()
36 | {
37 | if (IsCircle())
38 | return "CircleObject";
39 | return "EllipseObject";
40 | }
41 |
42 | }
43 | }
44 |
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/Assets/Tiled4Unity/Scripts/Editor/TmxClasses/TmxObjectRectangle.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using System.Linq;
5 | using System.Text;
6 |
7 | namespace Tiled4Unity
8 | {
9 | public class TmxObjectRectangle : TmxObjectPolygon
10 | {
11 | protected override void InternalFromXml(System.Xml.Linq.XElement xml, TmxMap tmxMap)
12 | {
13 | this.Points = new List();
14 | this.Points.Add(new Vector2(0, 0));
15 | this.Points.Add(new Vector2(this.Size.Width, 0));
16 | this.Points.Add(new Vector2(this.Size.Width, this.Size.Height));
17 | this.Points.Add(new Vector2(0, this.Size.Height));
18 |
19 | if (this.Size.Width == 0 || this.Size.Height == 0)
20 | {
21 | Console.WriteLine("Warning: Rectangle has zero width or height in object group\n{0}", xml.Parent.ToString());
22 | }
23 | }
24 |
25 | protected override string InternalGetDefaultName()
26 | {
27 | return "RectangleObject";
28 | }
29 |
30 | }
31 | }
32 |
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/Assets/Tiled4Unity/Scripts/Editor/TmxClasses/TmxObjectType.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using System.Linq;
5 | using System.Text;
6 | using System.Xml.Linq;
7 |
8 | namespace Tiled4Unity
9 | {
10 | // Has data for a single object type
11 | public class TmxObjectType
12 | {
13 | public string Name { get; private set; }
14 | public Color Color { get; private set; }
15 | public Dictionary Properties { get; private set; }
16 |
17 | public TmxObjectType()
18 | {
19 | this.Name = "";
20 | this.Color = Color.gray;
21 | this.Properties = new Dictionary();
22 | }
23 |
24 | public static TmxObjectType FromXml(XElement xml)
25 | {
26 | TmxObjectType tmxObjectType = new TmxObjectType();
27 |
28 | tmxObjectType.Name = TmxHelper.GetAttributeAsString(xml, "name", "");
29 | tmxObjectType.Color = TmxHelper.GetAttributeAsColor(xml, "color", Color.gray);
30 | tmxObjectType.Properties = TmxObjectTypeProperty.FromObjectTypeXml(xml);
31 |
32 | return tmxObjectType;
33 | }
34 | }
35 | }
36 |
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/Assets/Tiled4Unity/Scripts/Editor/TmxClasses/TmxObjectTypeProperty.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Xml.Linq;
6 |
7 | namespace Tiled4Unity
8 | {
9 | public class TmxObjectTypeProperty
10 | {
11 | public string Name { get; private set; }
12 | public TmxPropertyType Type { get; private set; }
13 | public string Default { get; set; }
14 |
15 | // Create a dictionary collection of Object Type Property instances from the parent xml element
16 | public static Dictionary FromObjectTypeXml(XElement xmlObjectType)
17 | {
18 | Dictionary tmxObjectTypeProperties = new Dictionary();
19 |
20 | foreach (var xmlProperty in xmlObjectType.Elements("property"))
21 | {
22 | TmxObjectTypeProperty tmxObjectTypeProperty = new TmxObjectTypeProperty();
23 |
24 | tmxObjectTypeProperty.Name = TmxHelper.GetAttributeAsString(xmlProperty, "name", "");
25 | tmxObjectTypeProperty.Type = TmxHelper.GetAttributeAsEnum(xmlProperty, "type", TmxPropertyType.String);
26 | tmxObjectTypeProperty.Default = TmxHelper.GetAttributeAsString(xmlProperty, "default", "");
27 |
28 | tmxObjectTypeProperties.Add(tmxObjectTypeProperty.Name, tmxObjectTypeProperty);
29 | }
30 |
31 | return tmxObjectTypeProperties;
32 | }
33 | }
34 | }
35 |
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/Assets/Tiled4Unity/Scripts/Editor/TmxClasses/TmxProperties.Xml.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 | using System.Xml;
6 | using System.Xml.Linq;
7 |
8 | namespace Tiled4Unity
9 | {
10 | public partial class TmxProperties
11 | {
12 | public static TmxProperties FromXml(XElement elem)
13 | {
14 | TmxProperties tmxProps = new TmxProperties();
15 |
16 | var props = from elem1 in elem.Elements("properties")
17 | from elem2 in elem1.Elements("property")
18 | select new
19 | {
20 | Name = TmxHelper.GetAttributeAsString(elem2, "name"),
21 | Type = TmxHelper.GetAttributeAsEnum(elem2, "type", TmxPropertyType.String),
22 |
23 | // Value may be attribute or inner text
24 | Value = TmxHelper.GetAttributeAsString(elem2, "value", null) ?? elem2.Value,
25 | };
26 |
27 | if (props.Count() > 0)
28 | {
29 | Console.WriteLine("Parse properites ...");
30 | }
31 |
32 | foreach (var p in props)
33 | {
34 | tmxProps.PropertyMap[p.Name] = new TmxProperty { Name = p.Name, Type = p.Type, Value = p.Value };
35 | }
36 |
37 | return tmxProps;
38 | }
39 |
40 | }
41 | }
42 |
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/Assets/Tiled4Unity/Scripts/Editor/TmxClasses/TmxProperty.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 |
6 | namespace Tiled4Unity
7 | {
8 | public class TmxProperty
9 | {
10 | public string Name { get; set; }
11 | public string Value { get; set; }
12 | public TmxPropertyType Type { get; set; }
13 | }
14 | }
15 |
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/Assets/Tiled4Unity/Scripts/Editor/TmxClasses/TmxPropertyType.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 |
6 | namespace Tiled4Unity
7 | {
8 | public enum TmxPropertyType
9 | {
10 | String,
11 | Int,
12 | Float,
13 | Bool,
14 | }
15 | }
16 |
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/Assets/Tiled4Unity/Scripts/Editor/Unity.IO.Compression/BlockType.cs:
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1 | namespace Unity.IO.Compression {
2 | internal enum BlockType {
3 | Uncompressed = 0,
4 | Static = 1,
5 | Dynamic = 2
6 | }
7 | }
8 |
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/Assets/Tiled4Unity/Scripts/Editor/Unity.IO.Compression/BlockType.cs.meta:
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/Assets/Tiled4Unity/Scripts/Editor/Unity.IO.Compression/CompressionMode.cs:
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1 | namespace Unity.IO.Compression
2 | {
3 | public enum CompressionMode {
4 | Decompress = 0,
5 | Compress = 1
6 | }
7 | }
8 |
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/Assets/Tiled4Unity/Scripts/Editor/Unity.IO.Compression/CompressionMode.cs.meta:
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/Assets/Tiled4Unity/Scripts/Editor/Unity.IO.Compression/DeflateInput.cs:
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1 | namespace Unity.IO.Compression {
2 | using System.Diagnostics;
3 |
4 | internal class DeflateInput {
5 | private byte[] buffer;
6 | private int count;
7 | private int startIndex;
8 |
9 | internal byte[] Buffer {
10 | get {
11 | return buffer;
12 | }
13 | set {
14 | buffer = value;
15 | }
16 | }
17 |
18 | internal int Count {
19 | get {
20 | return count;
21 | }
22 | set {
23 | count = value;
24 | }
25 | }
26 |
27 | internal int StartIndex {
28 | get {
29 | return startIndex;
30 | }
31 | set {
32 | startIndex = value;
33 | }
34 | }
35 |
36 | internal void ConsumeBytes(int n) {
37 | Debug.Assert(n <= count, "Should use more bytes than what we have in the buffer");
38 | startIndex += n;
39 | count -= n;
40 | Debug.Assert(startIndex + count <= buffer.Length, "Input buffer is in invalid state!");
41 | }
42 |
43 | internal InputState DumpState() {
44 | InputState savedState;
45 | savedState.count = count;
46 | savedState.startIndex = startIndex;
47 | return savedState;
48 | }
49 |
50 | internal void RestoreState(InputState state) {
51 | count = state.count;
52 | startIndex = state.startIndex;
53 | }
54 |
55 | internal struct InputState {
56 | internal int count;
57 | internal int startIndex;
58 | }
59 | }
60 |
61 | }
62 |
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/Assets/Tiled4Unity/Scripts/Editor/Unity.IO.Compression/FileFormats.cs:
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1 | namespace Unity.IO.Compression
2 | {
3 | interface IFileFormatWriter {
4 | byte[] GetHeader();
5 | void UpdateWithBytesRead(byte[] buffer, int offset, int bytesToCopy);
6 | byte[] GetFooter();
7 | }
8 |
9 | interface IFileFormatReader {
10 | bool ReadHeader(InputBuffer input);
11 | bool ReadFooter(InputBuffer input);
12 | void UpdateWithBytesRead(byte[] buffer, int offset, int bytesToCopy);
13 | void Validate();
14 | }
15 |
16 | }
17 |
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/Assets/Tiled4Unity/Scripts/Editor/Unity.IO.Compression/IDeflater.cs:
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1 | using System;
2 | namespace Unity.IO.Compression {
3 |
4 | internal interface IDeflater : IDisposable {
5 | bool NeedsInput();
6 | void SetInput(byte[] inputBuffer, int startIndex, int count);
7 | int GetDeflateOutput(byte[] outputBuffer);
8 | bool Finish(byte[] outputBuffer, out int bytesRead);
9 | }
10 | }
11 |
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/Assets/Tiled4Unity/Scripts/Editor/Unity.IO.Compression/InvalidDataException.cs:
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1 | namespace Unity.IO.Compression {
2 |
3 | using System;
4 | using System.Runtime.Serialization;
5 |
6 | #if !NETFX_CORE
7 | [Serializable]
8 | #endif // !FEATURE_NETCORE
9 | public sealed class InvalidDataException
10 | #if NETFX_CORE
11 | : Exception
12 | #else
13 | : SystemException
14 | #endif
15 | {
16 | public InvalidDataException ()
17 | : base(SR.GetString(SR.GenericInvalidData)) {
18 | }
19 |
20 | public InvalidDataException (String message)
21 | : base(message) {
22 | }
23 |
24 | public InvalidDataException (String message, Exception innerException)
25 | : base(message, innerException) {
26 | }
27 |
28 | #if !NETFX_CORE
29 | internal InvalidDataException (SerializationInfo info, StreamingContext context) : base(info, context) {
30 | }
31 | #endif // !NETFX_CORE
32 |
33 | }
34 | }
35 |
--------------------------------------------------------------------------------
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8 | userData:
9 |
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/Assets/Tiled4Unity/Scripts/Editor/Unity.IO.Compression/Match.cs:
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1 | namespace Unity.IO.Compression {
2 | // This class represents a match in the history window
3 | internal class Match {
4 | private MatchState state;
5 | private int pos;
6 | private int len;
7 | private byte symbol;
8 |
9 | internal MatchState State {
10 | get { return state; }
11 | set { state = value; }
12 | }
13 |
14 | internal int Position {
15 | get { return pos; }
16 | set { pos = value; }
17 | }
18 |
19 | internal int Length {
20 | get { return len; }
21 | set { len = value; }
22 | }
23 |
24 | internal byte Symbol {
25 | get { return symbol; }
26 | set { symbol = value; }
27 |
28 | }
29 | }
30 |
31 | }
32 |
--------------------------------------------------------------------------------
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/Assets/Tiled4Unity/Scripts/Editor/Unity.IO.Compression/MatchState.cs:
--------------------------------------------------------------------------------
1 | internal enum MatchState {
2 | HasSymbol = 1,
3 | HasMatch = 2,
4 | HasSymbolAndMatch = 3
5 | }
6 |
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8 | userData:
9 |
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/Assets/Tiled4Unity/Scripts/Editor/Unity.IO.Compression/README.md:
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1 | # Unity.IO.Compression
2 | This is a port of Microsoft's code from [here](https://github.com/Microsoft/referencesource/tree/master/System/sys/system/IO/compression).
3 |
4 | The classes in System.IO.Compression in Unity 4.x [do not seem to work on Windows](http://answers.unity3d.com/questions/692250/gzipstream-and-deflatestream-give-entrypointnotfou.html) and perhaps several other platforms.
5 |
6 | Luckily, Microsoft has released much of the source code of the .NET BCL. We have ported Microsoft's code to work in Unity. This seems like the cleanest and most stable way to get the GZipStream and DeflateStream classes working in Unity.
7 |
8 | Find the plugin on the Unity Asset Store [here](https://www.assetstore.unity3d.com/#!/content/31902).
9 |
10 | Built by [Hitcents](http://hitcents.com/), contact us [here](http://hitcents.com/contact) for questions.
11 |
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 |
6 | namespace Tiled4Unity
7 | {
8 | // Generic collection class that gives us O(1) insertion with distinct values and O(1) IndexOf
9 | public class HashIndexOf
10 | {
11 | private Dictionary dictionary = new Dictionary();
12 |
13 | public List List { get; private set; }
14 |
15 | public HashIndexOf()
16 | {
17 | this.List = new List();
18 | }
19 |
20 | public int Add(T value)
21 | {
22 | if (this.dictionary.ContainsKey(value))
23 | {
24 | return this.dictionary[value];
25 | }
26 | else
27 | {
28 | int index = this.dictionary.Count;
29 | this.List.Add(value);
30 | this.dictionary[value] = index;
31 | return index;
32 | }
33 | }
34 |
35 | public int IndexOf(T value)
36 | {
37 | return this.dictionary[value];
38 | }
39 | }
40 | }
41 |
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/Assets/Tiled4Unity/Scripts/Editor/Utils/ImportProgressBar.cs:
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1 | using UnityEngine;
2 | using System.Collections;
3 |
4 | //TODO: temporal class to be removed, it is used to properly split the editor and runtime lirbaries
5 | public static class ImportProgressBar {
6 |
7 | public static void DisplayProgressBar(string importName, string detail, float progress)
8 | {
9 | string title = string.Format("Tiled4Unity Import ({0})", importName);
10 | UnityEditor.EditorUtility.DisplayProgressBar(title, detail, progress);
11 | }
12 |
13 | public static void HideProgressBar()
14 | {
15 | UnityEditor.EditorUtility.ClearProgressBar();
16 | }
17 | }
18 |
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1 | using UnityEngine;
2 | using System.Collections;
3 |
4 | namespace Tiled4Unity
5 | {
6 | static class Settings
7 | {
8 | public const string Version = "0.0.1";
9 | public const int Scale = 1;
10 |
11 | public static bool PreferConvexPolygons = false;
12 | public static bool DepthBufferEnabled = false;
13 |
14 | public static readonly float DefaultTexelBias = 2048;
15 | public static float TexelBias = DefaultTexelBias;
16 | }
17 | }
18 |
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/Assets/Tiled4Unity/Scripts/Editor/Utils/Tile4UnitySettings.cs:
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1 | using UnityEngine;
2 | using System.Collections;
3 | using UnityEditor;
4 |
5 | namespace Tiled4Unity
6 | {
7 | public class Tile4UnitySettings : ScriptableObject
8 | {
9 |
10 | private const string PathToSettings = "Assets/Tile4UnitySettings.asset";
11 | [Tooltip("Object type XML file generated by Tiled")] public TextAsset ObjectTypes;
12 |
13 | [MenuItem("Tiled4Unity/Settings")]
14 | public static void CreateSettings()
15 | {
16 | Tile4UnitySettings asset = GetSettings();
17 |
18 | EditorUtility.FocusProjectWindow();
19 |
20 | Selection.activeObject = asset;
21 | }
22 |
23 | public static Tile4UnitySettings GetSettings()
24 | {
25 | Tile4UnitySettings asset = AssetDatabase.LoadAssetAtPath(PathToSettings);
26 |
27 | if (asset == null)
28 | {
29 | asset = ScriptableObject.CreateInstance();
30 | AssetDatabase.CreateAsset(asset, PathToSettings);
31 | AssetDatabase.SaveAssets();
32 | }
33 |
34 | return asset;
35 | }
36 | }
37 | }
38 |
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1 | // Code provided by: Nick Gravelyn
2 | // from: https://gist.github.com/nickgravelyn/7460288
3 |
4 | using UnityEngine;
5 |
6 | namespace Tiled4Unity
7 | {
8 | // Component does nothing; editor script does all the magic
9 | public class SortingLayerExposed : MonoBehaviour
10 | {
11 | }
12 | }
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 |
6 | using UnityEngine;
7 |
8 | namespace Tiled4Unity
9 | {
10 | // Allows us to set shader properties on the Tiled mesh
11 | // Note: Keep default shader properties imported from Tiled to avoid breaking batching
12 | // For example, keeping layer opacity to 1.0 (the default) will keep layers using the same material in the same draw call
13 | public class TiledInitialShaderProperties : MonoBehaviour
14 | {
15 | [Range(0, 1)]
16 | public float InitialOpacity = 1.0f;
17 |
18 | private void Awake()
19 | {
20 | // If supported in the sahder set our opacity
21 | // (Keep opacity at 1.0 to avoid copying the material)
22 | MeshRenderer meshRendrer = this.gameObject.GetComponent();
23 | if (this.InitialOpacity != 1.0f && meshRendrer.material.HasProperty("_Color"))
24 | {
25 | meshRendrer.material.SetColor("_Color", new Color(1, 1, 1, this.InitialOpacity));
26 | }
27 | }
28 | }
29 | }
30 |
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1 | Textures directory
2 |
3 | Tiled4Unity scripts will create textures here. In the case where Tiled tilesets
4 | already reference textures in your Unity project then the materials will use
5 | those textures instead of creating new textures here.
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1 | [Tiled4Unity Version 1.0.7.0]
2 | Do not modify or delete this file!
3 | This file is needed by the Tiled4Unity utility in order to determine export directory.
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2 |
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1 | # Tiled4Unity
2 |
3 | By your friend [Leonidax](https://github.com/leonidax)
4 |
5 | This is a modified version of the exporter Tiled2Unity created by [Seanba](https://github.com/Seanba)
6 |
7 | The main difference with Tiled2Unity is that all the importing process is done in Unity avoiding the usage of an intermediary exporter application.
8 |
9 | ## Roadmap
10 |
11 | * Eliminate an XML file created in the import process of the TMX files
12 |
13 | ## License
14 | ### The MIT License
15 |
16 | Copyright (c) 2016 Sean Barton and Leon Moctezuma
17 |
18 | Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
19 |
20 | * The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
21 |
22 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
23 |
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1 | google-site-verification: google365fc41f145b8027.html
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