testss
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using UnityEngine;
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using UnityEngine.Tilemaps;
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namespace UnityEditor.Tilemaps
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{
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/// <summary>
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/// Utility class for creating Tiles
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/// </summary>
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public class TileUtility
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{
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internal static void CreateNewTile()
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{
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string message = string.Format("Save tile'{0}':", "tile");
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string newAssetPath = EditorUtility.SaveFilePanelInProject("Save tile", "New Tile", "asset", message, ProjectWindowUtil.GetActiveFolderPath());
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// If user canceled or save path is invalid, we can't create the tile
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if (string.IsNullOrEmpty(newAssetPath))
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return;
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AssetDatabase.CreateAsset(CreateDefaultTile(), newAssetPath);
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}
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/// <summary>Creates a Tile with defaults based on the Tile preset</summary>
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/// <returns>A Tile with defaults based on the Tile preset</returns>
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public static Tile CreateDefaultTile()
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{
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return ObjectFactory.CreateInstance<Tile>();
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}
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/// <summary>Creates a Tile with defaults based on the Tile preset and a Sprite set</summary>
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/// <param name="sprite">A Sprite to set the Tile with</param>
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/// <returns>A Tile with defaults based on the Tile preset and a Sprite set</returns>
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[CreateTileFromPalette]
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public static TileBase DefaultTile(Sprite sprite)
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{
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Tile tile = CreateDefaultTile();
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tile.name = sprite.name;
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tile.sprite = sprite;
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tile.color = Color.white;
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return tile;
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}
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}
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}
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