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  {
    "path": "Assets/Samples/2D Renderer/Pixel Perfect Camera/2 Tilemap/Rule Tiles/Scripts/Editor/RuleOverrideTile/PopulateRuleOverrideTileWizard.cs",
    "content": "using UnityEngine;\nusing UnityEngine.Tilemaps;\nusing System.Linq;\nusing System.Text.RegularExpressions;\nusing UnityEngine.Scripting.APIUpdating;\n\nnamespace UnityEditor.Tilemaps\n{\n    [MovedFrom(true, \"UnityEditor\")]\n    public class PopulateRuleOverideTileWizard : ScriptableWizard \n    {\n        [MenuItem(\"CONTEXT/RuleOverrideTile/Populate From Sprite Sheet\")]\n        static void MenuOption(MenuCommand menuCommand)\n        {\n            PopulateRuleOverideTileWizard.CreateWizard(menuCommand.context as RuleOverrideTile);\n        }\n        [MenuItem(\"CONTEXT/RuleOverrideTile/Populate From Sprite Sheet\", true)]\n        static bool MenuOptionValidation(MenuCommand menuCommand)\n        {\n            RuleOverrideTile tile = menuCommand.context as RuleOverrideTile;\n            return tile.m_Tile && !tile.m_Advanced;\n        }\n\n        /// <summary>\n        /// The Texture2D containing the Sprites to override with\n        /// </summary>\n        public Texture2D m_spriteSet;\n\n        private RuleOverrideTile m_tileset;\n\n        /// <summary>\n        /// Creates a wizard for the target RuleOverrideTIle\n        /// </summary>\n        /// <param name=\"target\">The RuleOverrideTile to be edited by the wizard</param>\n        public static void CreateWizard(RuleOverrideTile target) {\n            PopulateRuleOverideTileWizard wizard = DisplayWizard<PopulateRuleOverideTileWizard>(\"Populate Override\", \"Populate\");\n            wizard.m_tileset = target;\n        }\n\n        /// <summary>\n        /// Creates a new PopulateRuleOverideTileWizard and copies the settings from an existing PopulateRuleOverideTileWizard\n        /// </summary>\n        /// <param name=\"oldWizard\">The wizard to copy settings from</param>\n        public static void CloneWizard(PopulateRuleOverideTileWizard oldWizard) {\n            PopulateRuleOverideTileWizard wizard = DisplayWizard<PopulateRuleOverideTileWizard>(\"Populate Override\", \"Populate\");\n            wizard.m_tileset = oldWizard.m_tileset;\n            wizard.m_spriteSet = oldWizard.m_spriteSet;\n        }\n\n        private void OnWizardUpdate() {\n            isValid = m_tileset != null && m_spriteSet != null;\n        }\n\n        private void OnWizardCreate() {\n            try {\n                Populate();\n            }\n            catch(System.Exception ex) {\n                EditorUtility.DisplayDialog(\"Auto-populate failed!\", ex.Message, \"Ok\");\n                CloneWizard(this);\n            }\n        }\n\n        /// <summary>\n        /// Attempts to populate the selected override tile using the chosen sprite.\n        /// The assumption here is that the sprite set selected by the user has the same\n        /// naming scheme as the original sprite. That is to say, they should both have the same number\n        /// of sprites, each sprite ends in an underscore followed by a number, and that they are\n        /// intended to be equivalent in function.\n        /// </summary>\n        private void Populate() {\n            string spriteSheet = AssetDatabase.GetAssetPath(m_spriteSet);\n            Sprite[] overrideSprites = AssetDatabase.LoadAllAssetsAtPath(spriteSheet).OfType<Sprite>().ToArray();\n\n            bool finished = false;\n\n            try {\n                Undo.RecordObject(m_tileset, \"Auto-populate \" + m_tileset.name);\n\n                foreach(RuleTile.TilingRule rule in m_tileset.m_Tile.m_TilingRules) {\n                    foreach(Sprite originalSprite in rule.m_Sprites) {\n                        string spriteName = originalSprite.name;\n                        string spriteNumber = Regex.Match(spriteName, @\"_\\d+$\").Value;\n\n                        Sprite matchingOverrideSprite = overrideSprites.First(sprite => sprite.name.EndsWith(spriteNumber));\n\n                        m_tileset[originalSprite] = matchingOverrideSprite;\n                    }\n                }\n\n                finished = true;\n            }\n            catch(System.InvalidOperationException ex) {\n                throw (new System.ArgumentOutOfRangeException(\"Sprite sheet mismatch\", ex));\n            }\n            finally {\n                // We handle the undo like this in case we end up catching more exceptions.\n                // We want this to ALWAYS happen unless we complete the population.\n                if(!finished) {\n                    Undo.PerformUndo();\n                }\n            }\n        }\n\n    }\n}\n"
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    "path": "Assets/Samples/2D Renderer/Pixel Perfect Camera/2 Tilemap/Rule Tiles/Scripts/Editor/RuleOverrideTile/RuleOverrideTileEditor.cs",
    "content": "﻿using UnityEngine;\nusing UnityEngine.Tilemaps;\nusing UnityEditorInternal;\nusing System;\nusing System.Collections.Generic;\n\nnamespace UnityEditor\n{\n    [CustomEditor(typeof(RuleOverrideTile))]\n    public class RuleOverrideTileEditor : Editor\n    {\n\n        public RuleOverrideTile overrideTile { get { return (target as RuleOverrideTile); } }\n        public RuleTileEditor ruleTileEditor\n        {\n            get\n            {\n                if (m_RuleTileEditorTile != overrideTile.m_Tile)\n                {\n                    DestroyImmediate(m_RuleTileEditor);\n                    m_RuleTileEditor = Editor.CreateEditor(overrideTile.m_Tile) as RuleTileEditor;\n                    m_RuleTileEditorTile = overrideTile.m_Tile;\n                }\n                return m_RuleTileEditor;\n            }\n        }\n\n        private List<KeyValuePair<Sprite, Sprite>> m_Sprites;\n        private List<KeyValuePair<RuleTile.TilingRule, RuleTile.TilingRule>> m_Rules;\n\n        ReorderableList m_SpriteList;\n        ReorderableList m_RuleList;\n        RuleTileEditor m_RuleTileEditor;\n        RuleTile m_RuleTileEditorTile;\n\n        private float k_DefaultElementHeight { get { return RuleTileEditor.k_DefaultElementHeight; } }\n        private float k_PaddingBetweenRules { get { return RuleTileEditor.k_PaddingBetweenRules; } }\n        private float k_SingleLineHeight { get { return RuleTileEditor.k_SingleLineHeight; } }\n        private float k_LabelWidth { get { return RuleTileEditor.k_LabelWidth; } }\n\n        void OnEnable()\n        {\n            if (m_Sprites == null)\n                m_Sprites = new List<KeyValuePair<Sprite, Sprite>>();\n\n            if (m_Rules == null)\n                m_Rules = new List<KeyValuePair<RuleTile.TilingRule, RuleTile.TilingRule>>();\n\n            if (m_SpriteList == null)\n            {\n                overrideTile.GetOverrides(m_Sprites);\n\n                m_SpriteList = new ReorderableList(m_Sprites, typeof(KeyValuePair<Sprite, Sprite>), false, true, false, false);\n                m_SpriteList.drawHeaderCallback = DrawSpriteHeader;\n                m_SpriteList.drawElementCallback = DrawSpriteElement;\n                m_SpriteList.elementHeight = k_DefaultElementHeight + k_PaddingBetweenRules;\n            }\n            if (m_RuleList == null)\n            {\n                overrideTile.GetOverrides(m_Rules);\n\n                m_RuleList = new ReorderableList(m_Rules, typeof(KeyValuePair<RuleTile.TilingRule, RuleTile.TilingRule>), false, true, false, false);\n                m_RuleList.drawHeaderCallback = DrawRuleHeader;\n                m_RuleList.drawElementCallback = DrawRuleElement;\n                m_RuleList.elementHeightCallback = GetRuleElementHeight;\n            }\n        }\n\n        void OnDisable()\n        {\n            DestroyImmediate(ruleTileEditor);\n            m_RuleTileEditorTile = null;\n        }\n\n        public override void OnInspectorGUI()\n        {\n            serializedObject.UpdateIfRequiredOrScript();\n\n            EditorGUI.BeginChangeCheck();\n\n            EditorGUILayout.PropertyField(serializedObject.FindProperty(\"m_Tile\"));\n            if (overrideTile.m_InstanceTile)\n            {\n                SerializedObject instanceTileSerializedObject = new SerializedObject(overrideTile.m_InstanceTile);\n                overrideTile.m_InstanceTile.hideFlags = HideFlags.None;\n                RuleTileEditor.DrawCustomFields(overrideTile.m_InstanceTile, instanceTileSerializedObject);\n                overrideTile.m_InstanceTile.hideFlags = HideFlags.NotEditable;\n                instanceTileSerializedObject.ApplyModifiedProperties();\n            }\n            EditorGUILayout.PropertyField(serializedObject.FindProperty(\"m_Advanced\"));\n            serializedObject.ApplyModifiedProperties();\n\n            if (EditorGUI.EndChangeCheck())\n            {\n                UpdateInstanceTile();\n                SaveTile();\n            }\n\n            if (!overrideTile.m_Advanced)\n            {\n                using (new EditorGUI.DisabledScope(overrideTile.m_Tile == null))\n                {\n                    EditorGUI.BeginChangeCheck();\n                    overrideTile.GetOverrides(m_Sprites);\n\n                    m_SpriteList.list = m_Sprites;\n                    m_SpriteList.DoLayoutList();\n                    if (EditorGUI.EndChangeCheck())\n                    {\n                        for (int i = 0; i < targets.Length; i++)\n                        {\n                            RuleOverrideTile tile = targets[i] as RuleOverrideTile;\n                            tile.ApplyOverrides(m_Sprites);\n                            SaveTile();\n                        }\n                    }\n                }\n            }\n            else\n            {\n                using (new EditorGUI.DisabledScope(overrideTile.m_Tile == null))\n                {\n                    overrideTile.GetOverrides(m_Rules);\n\n                    m_RuleList.list = m_Rules;\n                    m_RuleList.DoLayoutList();\n                }\n            }\n        }\n\n        private void UpdateInstanceTile()\n        {\n            bool assetChanged = false;\n\n            if (overrideTile.m_InstanceTile)\n            {\n                if (!overrideTile.m_Tile || overrideTile.m_InstanceTile.GetType() != overrideTile.m_Tile.GetType())\n                {\n                    DestroyImmediate(overrideTile.m_InstanceTile, true);\n                    overrideTile.m_InstanceTile = null;\n                    assetChanged = true;\n                }\n            }\n            if (!overrideTile.m_InstanceTile)\n            {\n                if (overrideTile.m_Tile)\n                {\n                    var t = overrideTile.m_Tile.GetType();\n                    RuleTile instanceTile = ScriptableObject.CreateInstance(t) as RuleTile;\n                    instanceTile.hideFlags = HideFlags.NotEditable;\n                    AssetDatabase.AddObjectToAsset(instanceTile, overrideTile);\n                    overrideTile.m_InstanceTile = instanceTile;\n                    assetChanged = true;\n                }\n            }\n\n            if (overrideTile.m_InstanceTile)\n            {\n                string instanceTileName = overrideTile.m_Tile.name + \" (Override)\";\n                if (overrideTile.m_InstanceTile.name != instanceTileName)\n                {\n                    overrideTile.m_InstanceTile.name = instanceTileName;\n                    assetChanged = true;\n                }\n            }\n\n            if (assetChanged)\n                AssetDatabase.SaveAssets();\n        }\n\n        private void SaveTile()\n        {\n            EditorUtility.SetDirty(target);\n            SceneView.RepaintAll();\n\n            overrideTile.Override();\n        }\n\n        private void DrawSpriteElement(Rect rect, int index, bool selected, bool focused)\n        {\n            Sprite originalSprite = m_Sprites[index].Key;\n            Sprite overrideSprite = m_Sprites[index].Value;\n\n            rect.y += 2;\n            rect.height -= k_PaddingBetweenRules;\n\n            rect.xMax = rect.xMax / 2.0f;\n            using (new EditorGUI.DisabledScope(true))\n                EditorGUI.ObjectField(new Rect(rect.xMin, rect.yMin, rect.height, rect.height), originalSprite, typeof(Sprite), false);\n            rect.xMin = rect.xMax;\n            rect.xMax *= 2.0f;\n\n            EditorGUI.BeginChangeCheck();\n            overrideSprite = EditorGUI.ObjectField(new Rect(rect.xMin, rect.yMin, rect.height, rect.height), overrideSprite, typeof(Sprite), false) as Sprite;\n            if (EditorGUI.EndChangeCheck())\n            {\n                m_Sprites[index] = new KeyValuePair<Sprite, Sprite>(originalSprite, overrideSprite);\n            }\n        }\n        private void DrawSpriteHeader(Rect rect)\n        {\n            float xMax = rect.xMax;\n            rect.xMax = rect.xMax / 2.0f;\n            GUI.Label(rect, \"Original\", EditorStyles.label);\n            rect.xMin = rect.xMax;\n            rect.xMax = xMax;\n            GUI.Label(rect, \"Override\", EditorStyles.label);\n        }\n\n        private void DrawRuleElement(Rect rect, int index, bool selected, bool focused)\n        {\n            RuleTile.TilingRule originalRule = m_Rules[index].Key;\n            RuleTile.TilingRule overrideRule = m_Rules[index].Value;\n\n            float matrixWidth = k_DefaultElementHeight;\n\n            float xMax = rect.xMax;\n            rect.xMax = rect.xMax / 2.0f + matrixWidth - 10f;\n\n            if (index != overrideTile.m_Tile.m_TilingRules.Count)\n                DrawOriginalRuleElement(rect, originalRule);\n            else\n                DrawOriginalRuleElement(rect, originalRule, true);\n\n            rect.xMin = rect.xMax;\n            rect.xMax = xMax;\n\n            EditorGUI.BeginChangeCheck();\n            if (index != overrideTile.m_Tile.m_TilingRules.Count)\n                DrawOverrideElement(rect, originalRule);\n            else\n                DrawOverrideDefaultElement(rect, overrideRule);\n            if (EditorGUI.EndChangeCheck())\n                SaveTile();\n        }\n        public void DrawOriginalRuleElement(Rect rect, RuleTile.TilingRule originalRule, bool isDefault = false)\n        {\n            using (new EditorGUI.DisabledScope(true))\n            {\n                float yPos = rect.yMin + 2f;\n                float height = rect.height - k_PaddingBetweenRules;\n                float matrixWidth = k_DefaultElementHeight;\n\n                BoundsInt ruleBounds = originalRule.GetBounds();\n                BoundsInt ruleGuiBounds = ruleTileEditor.GetRuleGUIBounds(ruleBounds, originalRule);\n                Vector2 matrixSize = ruleTileEditor.GetMatrixSize(ruleGuiBounds);\n                Vector2 matrixSizeRate = matrixSize / Mathf.Max(matrixSize.x, matrixSize.y);\n                Vector2 matrixRectSize = new Vector2(matrixWidth * matrixSizeRate.x, k_DefaultElementHeight * matrixSizeRate.y);\n                Vector2 matrixRectPosition = new Vector2(rect.xMax - matrixWidth * 2f - 10f, yPos);\n                matrixRectPosition.x += (matrixWidth - matrixRectSize.x) * 0.5f;\n                matrixRectPosition.y += (k_DefaultElementHeight - matrixRectSize.y) * 0.5f;\n\n                Rect inspectorRect = new Rect(rect.xMin, yPos, rect.width - matrixWidth * 2f - 20f, height);\n                Rect matrixRect = new Rect(matrixRectPosition, matrixRectSize);\n                Rect spriteRect = new Rect(rect.xMax - matrixWidth - 5f, yPos, matrixWidth, k_DefaultElementHeight);\n\n\n                if (!isDefault)\n                {\n                    ruleTileEditor.RuleInspectorOnGUI(inspectorRect, originalRule);\n                    ruleTileEditor.RuleMatrixOnGUI(overrideTile.m_Tile, matrixRect, ruleGuiBounds, originalRule);\n                }\n                else\n                {\n                    RuleOriginalDefaultInspectorOnGUI(inspectorRect, originalRule);\n                }\n\n                ruleTileEditor.SpriteOnGUI(spriteRect, originalRule);\n            }\n        }\n        private void DrawOverrideElement(Rect rect, RuleTile.TilingRule originalRule)\n        {\n            float yPos = rect.yMin + 2f;\n            float height = rect.height - k_PaddingBetweenRules;\n            float matrixWidth = k_DefaultElementHeight;\n\n            Rect inspectorRect = new Rect(rect.xMin, yPos, rect.width - matrixWidth - 10f, height);\n            Rect spriteRect = new Rect(rect.xMax - matrixWidth - 5f, yPos, matrixWidth, k_DefaultElementHeight);\n\n            RuleOverrideInspectorOnGUI(inspectorRect, originalRule);\n            RuleTile.TilingRule overrideRule = overrideTile[originalRule];\n            if (overrideRule != null)\n                ruleTileEditor.SpriteOnGUI(spriteRect, overrideRule);\n        }\n        private void RuleOriginalDefaultInspectorOnGUI(Rect rect, RuleTile.TilingRule originalRule)\n        {\n            float y = rect.yMin;\n\n            GUI.Label(new Rect(rect.xMin, y, k_LabelWidth, k_SingleLineHeight), \"Rule\");\n            EditorGUI.LabelField(new Rect(rect.xMin + k_LabelWidth, y, rect.width - k_LabelWidth, k_SingleLineHeight), \"Default\");\n            y += k_SingleLineHeight;\n\n            GUI.Label(new Rect(rect.xMin, y, k_LabelWidth, k_SingleLineHeight), \"Collider\");\n            EditorGUI.EnumPopup(new Rect(rect.xMin + k_LabelWidth, y, rect.width - k_LabelWidth, k_SingleLineHeight), originalRule.m_ColliderType);\n            y += k_SingleLineHeight;\n        }\n        private void RuleOverrideInspectorOnGUI(Rect rect, RuleTile.TilingRule originalRule)\n        {\n            RuleTile.TilingRule overrideRule = overrideTile[originalRule];\n\n            float y = rect.yMin;\n            EditorGUI.BeginChangeCheck();\n\n            GUI.Label(new Rect(rect.xMin, y, k_LabelWidth, k_SingleLineHeight), \"Enabled\");\n            bool enabled = EditorGUI.Toggle(new Rect(rect.xMin + k_LabelWidth, y, rect.width - k_LabelWidth, k_SingleLineHeight), overrideRule != null);\n            y += k_SingleLineHeight;\n\n            if (EditorGUI.EndChangeCheck())\n            {\n                if (enabled)\n                    overrideTile[originalRule] = originalRule;\n                else\n                    overrideTile[originalRule] = null;\n                overrideRule = overrideTile[originalRule];\n            }\n\n            if (overrideRule == null)\n                return;\n\n            GUI.Label(new Rect(rect.xMin, y, k_LabelWidth, k_SingleLineHeight), \"Game Object\");\n            overrideRule.m_GameObject = (GameObject)EditorGUI.ObjectField(new Rect(rect.xMin + k_LabelWidth, y, rect.width - k_LabelWidth, k_SingleLineHeight), \"\", overrideRule.m_GameObject, typeof(GameObject), false);\n            y += k_SingleLineHeight;\n            GUI.Label(new Rect(rect.xMin, y, k_LabelWidth, k_SingleLineHeight), \"Collider\");\n            overrideRule.m_ColliderType = (Tile.ColliderType)EditorGUI.EnumPopup(new Rect(rect.xMin + k_LabelWidth, y, rect.width - k_LabelWidth, k_SingleLineHeight), overrideRule.m_ColliderType);\n            y += k_SingleLineHeight;\n            GUI.Label(new Rect(rect.xMin, y, k_LabelWidth, k_SingleLineHeight), \"Output\");\n            overrideRule.m_Output = (RuleTile.TilingRule.OutputSprite)EditorGUI.EnumPopup(new Rect(rect.xMin + k_LabelWidth, y, rect.width - k_LabelWidth, k_SingleLineHeight), overrideRule.m_Output);\n            y += k_SingleLineHeight;\n\n            if (overrideRule.m_Output == RuleTile.TilingRule.OutputSprite.Animation)\n            {\n                GUI.Label(new Rect(rect.xMin, y, k_LabelWidth, k_SingleLineHeight), \"Speed\");\n                overrideRule.m_AnimationSpeed = EditorGUI.FloatField(new Rect(rect.xMin + k_LabelWidth, y, rect.width - k_LabelWidth, k_SingleLineHeight), overrideRule.m_AnimationSpeed);\n                y += k_SingleLineHeight;\n            }\n            if (overrideRule.m_Output == RuleTile.TilingRule.OutputSprite.Random)\n            {\n                GUI.Label(new Rect(rect.xMin, y, k_LabelWidth, k_SingleLineHeight), \"Noise\");\n                overrideRule.m_PerlinScale = EditorGUI.Slider(new Rect(rect.xMin + k_LabelWidth, y, rect.width - k_LabelWidth, k_SingleLineHeight), overrideRule.m_PerlinScale, 0.001f, 0.999f);\n                y += k_SingleLineHeight;\n\n                GUI.Label(new Rect(rect.xMin, y, k_LabelWidth, k_SingleLineHeight), \"Shuffle\");\n                overrideRule.m_RandomTransform = (RuleTile.TilingRule.Transform)EditorGUI.EnumPopup(new Rect(rect.xMin + k_LabelWidth, y, rect.width - k_LabelWidth, k_SingleLineHeight), overrideRule.m_RandomTransform);\n                y += k_SingleLineHeight;\n            }\n\n            if (overrideRule.m_Output != RuleTile.TilingRule.OutputSprite.Single)\n            {\n                GUI.Label(new Rect(rect.xMin, y, k_LabelWidth, k_SingleLineHeight), \"Size\");\n                EditorGUI.BeginChangeCheck();\n                int newLength = EditorGUI.DelayedIntField(new Rect(rect.xMin + k_LabelWidth, y, rect.width - k_LabelWidth, k_SingleLineHeight), overrideRule.m_Sprites.Length);\n                if (EditorGUI.EndChangeCheck())\n                    Array.Resize(ref overrideRule.m_Sprites, Math.Max(newLength, 1));\n                y += k_SingleLineHeight;\n\n                for (int i = 0; i < overrideRule.m_Sprites.Length; i++)\n                {\n                    overrideRule.m_Sprites[i] = EditorGUI.ObjectField(new Rect(rect.xMin + k_LabelWidth, y, rect.width - k_LabelWidth, k_SingleLineHeight), overrideRule.m_Sprites[i], typeof(Sprite), false) as Sprite;\n                    y += k_SingleLineHeight;\n                }\n            }\n        }\n        private void DrawOverrideDefaultElement(Rect rect, RuleTile.TilingRule originalRule)\n        {\n            float yPos = rect.yMin + 2f;\n            float height = rect.height - k_PaddingBetweenRules;\n            float matrixWidth = k_DefaultElementHeight;\n\n            Rect inspectorRect = new Rect(rect.xMin, yPos, rect.width - matrixWidth - 10f, height);\n            Rect spriteRect = new Rect(rect.xMax - matrixWidth - 5f, yPos, matrixWidth, k_DefaultElementHeight);\n\n            RuleOverrideDefaultInspectorOnGUI(inspectorRect, originalRule);\n            if (overrideTile.m_OverrideDefault.m_Enabled)\n                ruleTileEditor.SpriteOnGUI(spriteRect, overrideTile.m_OverrideDefault.m_TilingRule);\n        }\n        private void RuleOverrideDefaultInspectorOnGUI(Rect rect, RuleTile.TilingRule overrideRule)\n        {\n            float y = rect.yMin;\n            EditorGUI.BeginChangeCheck();\n\n            GUI.Label(new Rect(rect.xMin, y, k_LabelWidth, k_SingleLineHeight), \"Enabled\");\n            bool enabled = EditorGUI.Toggle(new Rect(rect.xMin + k_LabelWidth, y, rect.width - k_LabelWidth, k_SingleLineHeight), overrideTile.m_OverrideDefault.m_Enabled);\n            y += k_SingleLineHeight;\n\n            if (EditorGUI.EndChangeCheck())\n            {\n                overrideTile.m_OverrideDefault.m_Enabled = enabled;\n                overrideTile.m_OverrideDefault.m_TilingRule = overrideTile.m_OriginalDefault;\n            }\n\n            if (!enabled)\n                return;\n\n            GUI.Label(new Rect(rect.xMin, y, k_LabelWidth, k_SingleLineHeight), \"Collider\");\n            overrideRule.m_ColliderType = (Tile.ColliderType)EditorGUI.EnumPopup(new Rect(rect.xMin + k_LabelWidth, y, rect.width - k_LabelWidth, k_SingleLineHeight), overrideRule.m_ColliderType);\n            y += k_SingleLineHeight;\n        }\n        private void DrawRuleHeader(Rect rect)\n        {\n            float matrixWidth = k_DefaultElementHeight;\n\n            float xMax = rect.xMax;\n            rect.xMax = rect.xMax / 2.0f + matrixWidth - 10f;\n            GUI.Label(rect, \"Original\", EditorStyles.label);\n            rect.xMin = rect.xMax;\n            rect.xMax = xMax;\n            GUI.Label(rect, \"Override\", EditorStyles.label);\n        }\n        private float GetRuleElementHeight(int index)\n        {\n            if (index != overrideTile.m_Tile.m_TilingRules.Count)\n            {\n                var overrideRule = overrideTile[overrideTile.m_Tile.m_TilingRules[index]];\n                float overrideHeight = GetRuleElementHeight(overrideRule);\n                float originalHeight = GetRuleElementHeight(overrideTile.m_Tile.m_TilingRules[index]);\n                return Mathf.Max(overrideHeight, originalHeight);\n            }\n            else\n            {\n                var overrideRule = overrideTile.m_OverrideDefault.m_Enabled ? overrideTile.m_OverrideDefault.m_TilingRule : null;\n                float overrideHeight = GetRuleElementHeight(overrideRule);\n                float originalHeight = GetRuleElementHeight(new RuleTile.TilingRule());\n                return Mathf.Max(overrideHeight, originalHeight);\n            }\n        }\n        private float GetRuleElementHeight(RuleTile.TilingRule rule)\n        {\n            float height = k_DefaultElementHeight + k_PaddingBetweenRules;\n            if (rule != null)\n            {\n                switch (rule.m_Output)\n                {\n                    case RuleTile.TilingRule.OutputSprite.Random:\n                        height = k_DefaultElementHeight + k_SingleLineHeight * (rule.m_Sprites.Length + 3) + k_PaddingBetweenRules;\n                        break;\n                    case RuleTile.TilingRule.OutputSprite.Animation:\n                        height = k_DefaultElementHeight + k_SingleLineHeight * (rule.m_Sprites.Length + 2) + k_PaddingBetweenRules;\n                        break;\n                }\n            }\n            return height;\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Samples/2D Renderer/Pixel Perfect Camera/2 Tilemap/Rule Tiles/Scripts/Editor/RuleOverrideTile/RuleOverrideTileEditor.cs.meta",
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  },
  {
    "path": "Assets/Samples/2D Renderer/Pixel Perfect Camera/2 Tilemap/Rule Tiles/Scripts/Editor/RuleOverrideTile.meta",
    "content": "fileFormatVersion: 2\nguid: 6e144c68a23dd43d4b0e3c75e2f49c3d\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Samples/2D Renderer/Pixel Perfect Camera/2 Tilemap/Rule Tiles/Scripts/Editor/RuleTile/CustomRuleTileMenu.cs",
    "content": "﻿namespace UnityEditor\n{\n    static class CustomRuleTileMenu\n    {\n        [MenuItem(\"Assets/Create/Custom Rule Tile Script\", false, 89)]\n        static void CreateCustomRuleTile()\n        {\n            ProjectWindowUtil.CreateScriptAssetFromTemplateFile(\"Packages/com.unity.2d.tilemap.extras/Editor/Tiles/RuleTile/ScriptTemplates/NewCustomRuleTile.cs.txt\", \"NewCustomRuleTile.cs\");\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Samples/2D Renderer/Pixel Perfect Camera/2 Tilemap/Rule Tiles/Scripts/Editor/RuleTile/CustomRuleTileMenu.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 74f3e6d84a6644c5c9cfaedcf86093ed\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Samples/2D Renderer/Pixel Perfect Camera/2 Tilemap/Rule Tiles/Scripts/Editor/RuleTile/RuleTileEditor.cs",
    "content": "using System;\nusing System.Collections.Generic;\nusing System.Reflection;\nusing System.Linq;\nusing UnityEditorInternal;\nusing UnityEngine;\nusing UnityEngine.Tilemaps;\nusing Object = UnityEngine.Object;\n\nnamespace UnityEditor\n{\n    [CustomEditor(typeof(RuleTile), true)]\n    [CanEditMultipleObjects]\n    public class RuleTileEditor : Editor\n    {\n        private const string s_XIconString = \"iVBORw0KGgoAAAANSUhEUgAAAA8AAAAPCAYAAAA71pVKAAAAAXNSR0IArs4c6QAAAARnQU1BAACxjwv8YQUAAAAJcEhZcwAADsMAAA7DAcdvqGQAAAAYdEVYdFNvZnR3YXJlAHBhaW50Lm5ldCA0LjAuNWWFMmUAAABoSURBVDhPnY3BDcAgDAOZhS14dP1O0x2C/LBEgiNSHvfwyZabmV0jZRUpq2zi6f0DJwdcQOEdwwDLypF0zHLMa9+NQRxkQ+ACOT2STVw/q8eY1346ZlE54sYAhVhSDrjwFymrSFnD2gTZpls2OvFUHAAAAABJRU5ErkJggg==\";\n        private const string s_Arrow0 = \"iVBORw0KGgoAAAANSUhEUgAAAA8AAAAPCAYAAAA71pVKAAAAAXNSR0IArs4c6QAAAARnQU1BAACxjwv8YQUAAAAJcEhZcwAADsMAAA7DAcdvqGQAAAAYdEVYdFNvZnR3YXJlAHBhaW50Lm5ldCA0LjAuNWWFMmUAAACYSURBVDhPzZExDoQwDATzE4oU4QXXcgUFj+YxtETwgpMwXuFcwMFSRMVKKwzZcWzhiMg91jtg34XIntkre5EaT7yjjhI9pOD5Mw5k2X/DdUwFr3cQ7Pu23E/BiwXyWSOxrNqx+ewnsayam5OLBtbOGPUM/r93YZL4/dhpR/amwByGFBz170gNChA6w5bQQMqramBTgJ+Z3A58WuWejPCaHQAAAABJRU5ErkJggg==\";\n        private const string s_Arrow1 = \"iVBORw0KGgoAAAANSUhEUgAAAA8AAAAPCAYAAAA71pVKAAAAAXNSR0IArs4c6QAAAARnQU1BAACxjwv8YQUAAAAJcEhZcwAADsMAAA7DAcdvqGQAAAAYdEVYdFNvZnR3YXJlAHBhaW50Lm5ldCA0LjAuNWWFMmUAAABqSURBVDhPxYzBDYAgEATpxYcd+PVr0fZ2siZrjmMhFz6STIiDs8XMlpEyi5RkO/d66TcgJUB43JfNBqRkSEYDnYjhbKD5GIUkDqRDwoH3+NgTAw+bL/aoOP4DOgH+iwECEt+IlFmkzGHlAYKAWF9R8zUnAAAAAElFTkSuQmCC\";\n        private const string s_Arrow2 = \"iVBORw0KGgoAAAANSUhEUgAAAA8AAAAPCAYAAAA71pVKAAAAAXNSR0IArs4c6QAAAARnQU1BAACxjwv8YQUAAAAJcEhZcwAADsMAAA7DAcdvqGQAAAAYdEVYdFNvZnR3YXJlAHBhaW50Lm5ldCA0LjAuNWWFMmUAAAC0SURBVDhPjVE5EsIwDMxPKFKYF9CagoJH8xhaMskLmEGsjOSRkBzYmU2s9a58TUQUmCH1BWEHweuKP+D8tphrWcAHuIGrjPnPNY8X2+DzEWE+FzrdrkNyg2YGNNfRGlyOaZDJOxBrDhgOowaYW8UW0Vau5ZkFmXbbDr+CzOHKmLinAXMEePyZ9dZkZR+s5QX2O8DY3zZ/sgYcdDqeEVp8516o0QQV1qeMwg6C91toYoLoo+kNt/tpKQEVvFQAAAAASUVORK5CYII=\";\n        private const string s_Arrow3 = \"iVBORw0KGgoAAAANSUhEUgAAAA8AAAAPCAYAAAA71pVKAAAAAXNSR0IArs4c6QAAAARnQU1BAACxjwv8YQUAAAAJcEhZcwAADsMAAA7DAcdvqGQAAAAYdEVYdFNvZnR3YXJlAHBhaW50Lm5ldCA0LjAuNWWFMmUAAAB2SURBVDhPzY1LCoAwEEPnLi48gW5d6p31bH5SMhp0Cq0g+CCLxrzRPqMZ2pRqKG4IqzJc7JepTlbRZXYpWTg4RZE1XAso8VHFKNhQuTjKtZvHUNCEMogO4K3BhvMn9wP4EzoPZ3n0AGTW5fiBVzLAAYTP32C2Ay3agtu9V/9PAAAAAElFTkSuQmCC\";\n        private const string s_Arrow5 = \"iVBORw0KGgoAAAANSUhEUgAAAA8AAAAPCAYAAAA71pVKAAAAAXNSR0IArs4c6QAAAARnQU1BAACxjwv8YQUAAAAJcEhZcwAADsMAAA7DAcdvqGQAAAAYdEVYdFNvZnR3YXJlAHBhaW50Lm5ldCA0LjAuNWWFMmUAAABqSURBVDhPnY3BCYBADASvFx924NevRdvbyoLBmNuDJQMDGjNxAFhK1DyUQ9fvobCdO+j7+sOKj/uSB+xYHZAxl7IR1wNTXJeVcaAVU+614uWfCT9mVUhknMlxDokd15BYsQrJFHeUQ0+MB5ErsPi/6hO1AAAAAElFTkSuQmCC\";\n        private const string s_Arrow6 = \"iVBORw0KGgoAAAANSUhEUgAAAA8AAAAPCAYAAAA71pVKAAAAAXNSR0IArs4c6QAAAARnQU1BAACxjwv8YQUAAAAJcEhZcwAADsMAAA7DAcdvqGQAAAAYdEVYdFNvZnR3YXJlAHBhaW50Lm5ldCA0LjAuNWWFMmUAAACaSURBVDhPxZExEkAwEEVzE4UiTqClUDi0w2hlOIEZsV82xCZmQuPPfFn8t1mirLWf7S5flQOXjd64vCuEKWTKVt+6AayH3tIa7yLg6Qh2FcKFB72jBgJeziA1CMHzeaNHjkfwnAK86f3KUafU2ClHIJSzs/8HHLv09M3SaMCxS7ljw/IYJWzQABOQZ66x4h614ahTCL/WT7BSO51b5Z5hSx88AAAAAElFTkSuQmCC\";\n        private const string s_Arrow7 = \"iVBORw0KGgoAAAANSUhEUgAAAA8AAAAPCAYAAAA71pVKAAAAAXNSR0IArs4c6QAAAARnQU1BAACxjwv8YQUAAAAJcEhZcwAADsMAAA7DAcdvqGQAAAAYdEVYdFNvZnR3YXJlAHBhaW50Lm5ldCA0LjAuNWWFMmUAAABQSURBVDhPYxh8QNle/T8U/4MKEQdAmsz2eICx6W530gygr2aQBmSMphkZYxqErAEXxusKfAYQ7XyyNMIAsgEkaYQBkAFkaYQBsjXSGDAwAAD193z4luKPrAAAAABJRU5ErkJggg==\";\n        private const string s_Arrow8 = \"iVBORw0KGgoAAAANSUhEUgAAAA8AAAAPCAYAAAA71pVKAAAAAXNSR0IArs4c6QAAAARnQU1BAACxjwv8YQUAAAAJcEhZcwAADsMAAA7DAcdvqGQAAAAYdEVYdFNvZnR3YXJlAHBhaW50Lm5ldCA0LjAuNWWFMmUAAACYSURBVDhPxZE9DoAwCIW9iUOHegJXHRw8tIdx1egJTMSHAeMPaHSR5KVQ+KCkCRF91mdz4VDEWVzXTBgg5U1N5wahjHzXS3iFFVRxAygNVaZxJ6VHGIl2D6oUXP0ijlJuTp724FnID1Lq7uw2QM5+thoKth0N+GGyA7IA3+yM77Ag1e2zkey5gCdAg/h8csy+/89v7E+YkgUntOWeVt2SfAAAAABJRU5ErkJggg==\";\n        private const string s_MirrorX = \"iVBORw0KGgoAAAANSUhEUgAAAA8AAAAPCAYAAAA71pVKAAAABGdBTUEAALGPC/xhBQAAAAlwSFlzAAAOwQAADsEBuJFr7QAAABh0RVh0U29mdHdhcmUAcGFpbnQubmV0IDQuMC41ZYUyZQAAAG1JREFUOE+lj9ENwCAIRB2IFdyRfRiuDSaXAF4MrR9P5eRhHGb2Gxp2oaEjIovTXSrAnPNx6hlgyCZ7o6omOdYOldGIZhAziEmOTSfigLV0RYAB9y9f/7kO8L3WUaQyhCgz0dmCL9CwCw172HgBeyG6oloC8fAAAAAASUVORK5CYII=\";\n        private const string s_MirrorY = \"iVBORw0KGgoAAAANSUhEUgAAAA8AAAAPCAYAAAA71pVKAAAABGdBTUEAALGPC/xhBQAAAAlwSFlzAAAOwgAADsIBFShKgAAAABh0RVh0U29mdHdhcmUAcGFpbnQubmV0IDQuMC41ZYUyZQAAAG9JREFUOE+djckNACEMAykoLdAjHbPyw1IOJ0L7mAejjFlm9hspyd77Kk+kBAjPOXcakJIh6QaKyOE0EB5dSPJAiUmOiL8PMVGxugsP/0OOib8vsY8yYwy6gRyC8CB5QIWgCMKBLgRSkikEUr5h6wOPWfMoCYILdgAAAABJRU5ErkJggg==\";\n        private const string s_MirrorXY = \"iVBORw0KGgoAAAANSUhEUgAAAA8AAAAPCAYAAAA71pVKAAAABGdBTUEAALGPC/xhBQAAAAlwSFlzAAAOwgAADsIBFShKgAAAABl0RVh0U29mdHdhcmUAcGFpbnQubmV0IDQuMC4yMfEgaZUAAAHkSURBVDhPrVJLSwJRFJ4cdXwjPlrVJly1kB62cpEguElXKgYKIpaC+EIEEfGxLqI/UES1KaJlEdGmRY9ltCsIWrUJatGm0eZO3xkHIsJdH3zce+ec75z5zr3cf2MMmLdYLA/BYFA2mUyPOPvwnR+GR4PXaDQLLpfrKpVKSb1eT6bV6XTeocAS4sIw7S804BzEZ4IgsGq1ykhcr9dlj8czwPdbxJdBMyX/As/zLiz74Ar2J9lsVulcKpUYut5DnEbsHFwEx8AhtFqtGViD6BOc1ul0B5lMRhGXy2Wm1+ufkBOE/2fsL1FsQpXCiCAcQiAlk0kJRZjf7+9TRxI3Gg0WCoW+IpGISHHERBS5UKUch8n2K5WK3O125VqtpqydTkdZie12W261WjIVo73b7RZVKccZDIZ1q9XaT6fTLB6PD9BFKhQKjITFYpGFw+FBNBpVOgcCARH516pUGZYZXk5R4B3efLBxDM9f1CkWi/WR3ICtGVh6Rd4NPE+p0iEgmkSRLRoMEjYhHpA4kUiIOO8iZRU8AmnadK2/QOOfhnjPZrO95fN5Zdq5XE5yOBwvuKoNxGfBkQ8FzXkPprnj9Xrfm82mDI8fsLON3x5H/Od+RwHdLfDds9vtn0aj8QoF6QH9JzjuG3acpxmu1RgPAAAAAElFTkSuQmCC\";\n        private const string s_Rotated = \"iVBORw0KGgoAAAANSUhEUgAAAA8AAAAPCAYAAAA71pVKAAAABGdBTUEAALGPC/xhBQAAAAlwSFlzAAAOwQAADsEBuJFr7QAAABh0RVh0U29mdHdhcmUAcGFpbnQubmV0IDQuMC41ZYUyZQAAAHdJREFUOE+djssNwCAMQxmIFdgx+2S4Vj4YxWlQgcOT8nuG5u5C732Sd3lfLlmPMR4QhXgrTQaimUlA3EtD+CJlBuQ7aUAUMjEAv9gWCQNEPhHJUkYfZ1kEpcxDzioRzGIlr0Qwi0r+Q5rTgM+AAVcygHgt7+HtBZs/2QVWP8ahAAAAAElFTkSuQmCC\";\n        private const string s_Fixed = \"iVBORw0KGgoAAAANSUhEUgAAAA8AAAAPCAYAAAA71pVKAAAAAXNSR0IArs4c6QAAAARnQU1BAACxjwv8YQUAAAAJcEhZcwAADsMAAA7DAcdvqGQAAAAZdEVYdFNvZnR3YXJlAHBhaW50Lm5ldCA0LjAuMjHxIGmVAAAA50lEQVQ4T51Ruw6CQBCkwBYKWkIgQAs9gfgCvgb4BML/qWBM9Bdo9QPIuVOQ3JIzosVkc7Mzty9NCPE3lORaKMm1YA/LsnTXdbdhGJ6iKHoVRTEi+r4/OI6zN01Tl/XM7HneLsuyW13XU9u2ous6gYh3kiR327YPsp6ZgyDom6aZYFqiqqqJ8mdZz8xoca64BHjkZT0zY0aVcQbysp6Z4zj+Vvkp65mZttxjOSozdkEzD7KemekcxzRNHxDOHSDiQ/DIy3pmpjtuSJBThStGKMtyRKSOLnSm3DCMz3f+FUpyLZTkOgjtDSWORSDbpbmNAAAAAElFTkSuQmCC\";\n\n        private static Texture2D[] s_Arrows;\n        public static Texture2D[] arrows\n        {\n            get\n            {\n                if (s_Arrows == null)\n                {\n                    s_Arrows = new Texture2D[10];\n                    s_Arrows[0] = Base64ToTexture(s_Arrow0);\n                    s_Arrows[1] = Base64ToTexture(s_Arrow1);\n                    s_Arrows[2] = Base64ToTexture(s_Arrow2);\n                    s_Arrows[3] = Base64ToTexture(s_Arrow3);\n                    s_Arrows[5] = Base64ToTexture(s_Arrow5);\n                    s_Arrows[6] = Base64ToTexture(s_Arrow6);\n                    s_Arrows[7] = Base64ToTexture(s_Arrow7);\n                    s_Arrows[8] = Base64ToTexture(s_Arrow8);\n                    s_Arrows[9] = Base64ToTexture(s_XIconString);\n                }\n                return s_Arrows;\n            }\n        }\n\n        private static Texture2D[] s_AutoTransforms;\n        public static Texture2D[] autoTransforms\n        {\n            get\n            {\n                if (s_AutoTransforms == null)\n                {\n                    s_AutoTransforms = new Texture2D[5];\n                    s_AutoTransforms[0] = Base64ToTexture(s_Rotated);\n                    s_AutoTransforms[1] = Base64ToTexture(s_MirrorX);\n                    s_AutoTransforms[2] = Base64ToTexture(s_MirrorY);\n                    s_AutoTransforms[3] = Base64ToTexture(s_Fixed);\n                    s_AutoTransforms[4] = Base64ToTexture(s_MirrorXY);\n                }\n                return s_AutoTransforms;\n            }\n        }\n\n        public RuleTile tile { get { return (target as RuleTile); } }\n        private ReorderableList m_ReorderableList;\n        public bool extendNeighbor;\n\n        public const float k_DefaultElementHeight = 48f;\n        public const float k_PaddingBetweenRules = 26f;\n        public const float k_SingleLineHeight = 16f;\n        public const float k_LabelWidth = 80f;\n\n        public void OnEnable()\n        {\n            m_ReorderableList = new ReorderableList(tile.m_TilingRules, typeof(RuleTile.TilingRule), true, true, true, true);\n            m_ReorderableList.drawHeaderCallback = OnDrawHeader;\n            m_ReorderableList.drawElementCallback = OnDrawElement;\n            m_ReorderableList.elementHeightCallback = GetElementHeight;\n            m_ReorderableList.onReorderCallback = ListUpdated;\n            m_ReorderableList.onAddCallback = OnAddElement;\n        }\n\n        public virtual BoundsInt GetRuleGUIBounds(BoundsInt bounds, RuleTile.TilingRule rule)\n        {\n            if (extendNeighbor)\n            {\n                bounds.xMin--;\n                bounds.yMin--;\n                bounds.xMax++;\n                bounds.yMax++;\n            }\n            bounds.xMin = Mathf.Min(bounds.xMin, -1);\n            bounds.yMin = Mathf.Min(bounds.yMin, -1);\n            bounds.xMax = Mathf.Max(bounds.xMax, 2);\n            bounds.yMax = Mathf.Max(bounds.yMax, 2);\n            return bounds;\n        }\n\n        private void ListUpdated(ReorderableList list)\n        {\n            SaveTile();\n        }\n\n        private float GetElementHeight(int index)\n        {\n            RuleTile.TilingRule rule = tile.m_TilingRules[index];\n            BoundsInt bounds = GetRuleGUIBounds(rule.GetBounds(), rule);\n\n            float inspectorHeight = k_DefaultElementHeight + k_PaddingBetweenRules;\n            float matrixHeight = GetMatrixSize(bounds).y + 10f;\n\n            if (index < tile.m_TilingRules.Count)\n            {\n                switch (tile.m_TilingRules[index].m_Output)\n                {\n                    case RuleTile.TilingRule.OutputSprite.Random:\n                        inspectorHeight = k_DefaultElementHeight + k_SingleLineHeight * (tile.m_TilingRules[index].m_Sprites.Length + 3) + k_PaddingBetweenRules;\n                        break;\n                    case RuleTile.TilingRule.OutputSprite.Animation:\n                        inspectorHeight = k_DefaultElementHeight + k_SingleLineHeight * (tile.m_TilingRules[index].m_Sprites.Length + 2) + k_PaddingBetweenRules;\n                        break;\n                }\n            }\n\n            return Mathf.Max(inspectorHeight, matrixHeight);\n        }\n\n        public virtual Vector2 GetMatrixSize(BoundsInt bounds)\n        {\n            return new Vector2(bounds.size.x * k_SingleLineHeight, bounds.size.y * k_SingleLineHeight);\n        }\n\n        protected virtual void OnDrawElement(Rect rect, int index, bool isactive, bool isfocused)\n        {\n            RuleTile.TilingRule rule = tile.m_TilingRules[index];\n            BoundsInt bounds = GetRuleGUIBounds(rule.GetBounds(), rule);\n\n            float yPos = rect.yMin + 2f;\n            float height = rect.height - k_PaddingBetweenRules;\n            Vector2 matrixSize = GetMatrixSize(bounds);\n\n            Rect spriteRect = new Rect(rect.xMax - k_DefaultElementHeight - 5f, yPos, k_DefaultElementHeight, k_DefaultElementHeight);\n            Rect matrixRect = new Rect(rect.xMax - matrixSize.x - spriteRect.width - 10f, yPos, matrixSize.x, matrixSize.y);\n            Rect inspectorRect = new Rect(rect.xMin, yPos, rect.width - matrixSize.x - spriteRect.width - 20f, height);\n\n            EditorGUI.BeginChangeCheck();\n            RuleInspectorOnGUI(inspectorRect, rule);\n            RuleMatrixOnGUI(tile, matrixRect, bounds, rule);\n            SpriteOnGUI(spriteRect, rule);\n            if (EditorGUI.EndChangeCheck())\n                SaveTile();\n        }\n\n        private void OnAddElement(ReorderableList list)\n        {\n            RuleTile.TilingRule rule = new RuleTile.TilingRule();\n            rule.m_Output = RuleTile.TilingRule.OutputSprite.Single;\n            rule.m_Sprites[0] = tile.m_DefaultSprite;\n            rule.m_GameObject = tile.m_DefaultGameObject;\n            rule.m_ColliderType = tile.m_DefaultColliderType;\n            tile.m_TilingRules.Add(rule);\n        }\n\n        public void SaveTile()\n        {\n            EditorUtility.SetDirty(target);\n            SceneView.RepaintAll();\n\n            UpdateOverrideTiles();\n        }\n\n        private void UpdateOverrideTiles()\n        {\n            string[] overrideTileGuids = AssetDatabase.FindAssets(\"t:RuleOverrideTile\");\n            foreach (string overrideTileGuid in overrideTileGuids)\n            {\n                string overrideTilePath = AssetDatabase.GUIDToAssetPath(overrideTileGuid);\n                RuleOverrideTile overrideTile = AssetDatabase.LoadAssetAtPath<RuleOverrideTile>(overrideTilePath);\n                if (overrideTile.m_Tile == target)\n                    overrideTile.Override();\n            }\n        }\n\n        private void OnDrawHeader(Rect rect)\n        {\n            GUI.Label(rect, \"Tiling Rules\");\n\n            Rect toggleRect = new Rect(rect.xMax - rect.height, rect.y, rect.height, rect.height);\n            Rect toggleLabelRect = new Rect(rect.x, rect.y, rect.width - toggleRect.width - 5f, rect.height);\n\n            extendNeighbor = EditorGUI.Toggle(toggleRect, extendNeighbor);\n            EditorGUI.LabelField(toggleLabelRect, \"Extend Neighbor\", new GUIStyle()\n            {\n                alignment = TextAnchor.MiddleRight,\n                fontStyle = FontStyle.Bold,\n                fontSize = 10,\n            });\n        }\n\n        public override void OnInspectorGUI()\n        {\n            EditorGUI.BeginChangeCheck();\n            tile.m_DefaultSprite = EditorGUILayout.ObjectField(\"Default Sprite\", tile.m_DefaultSprite, typeof(Sprite), false) as Sprite;\n            tile.m_DefaultGameObject = EditorGUILayout.ObjectField(\"Default Game Object\", tile.m_DefaultGameObject, typeof(GameObject), false) as GameObject;\n            tile.m_DefaultColliderType = (Tile.ColliderType)EditorGUILayout.EnumPopup(\"Default Collider\", tile.m_DefaultColliderType);\n            if (EditorGUI.EndChangeCheck())\n                EditorUtility.SetDirty(tile);\n\n            serializedObject.Update();\n            EditorGUI.BeginChangeCheck();\n            DrawCustomFields(tile, serializedObject);\n            if (EditorGUI.EndChangeCheck())\n                serializedObject.ApplyModifiedProperties();\n\n            EditorGUILayout.Space();\n\n            if (m_ReorderableList != null)\n                m_ReorderableList.DoLayoutList();\n        }\n\n        public static void DrawCustomFields(Object tile, SerializedObject serializedObject)\n        {\n            var customFields = tile.GetType().GetFields()\n                .Where(field => typeof(RuleTile).GetField(field.Name) == null)\n                .Where(field => !field.IsStatic)\n                .Where(field => field.FieldType.IsSerializable);\n            foreach (var field in customFields)\n                EditorGUILayout.PropertyField(serializedObject.FindProperty(field.Name), true);\n        }\n    \n        public virtual int GetArrowIndex(Vector3Int position)\n        {\n            if (Mathf.Abs(position.x) == Mathf.Abs(position.y))\n            {\n                if (position.x < 0 && position.y > 0)\n                    return 0;\n                else if (position.x > 0 && position.y > 0)\n                    return 2;\n                else if (position.x < 0 && position.y < 0)\n                    return 6;\n                else if (position.x > 0 && position.y < 0)\n                    return 8;\n            }\n            else if (Mathf.Abs(position.x) > Mathf.Abs(position.y))\n            {\n                if (position.x > 0)\n                    return 5;\n                else\n                    return 3;\n            }\n            else\n            {\n                if (position.y > 0)\n                    return 1;\n                else\n                    return 7;\n            }\n            return -1;\n        }\n\n        public virtual void RuleOnGUI(Rect rect, Vector3Int position, int neighbor)\n        {\n            switch (neighbor)\n            {\n                case RuleTile.TilingRule.Neighbor.This:\n                    GUI.DrawTexture(rect, arrows[GetArrowIndex(position)]);\n                    break;\n                case RuleTile.TilingRule.Neighbor.NotThis:\n                    GUI.DrawTexture(rect, arrows[9]);\n                    break;\n                default:\n                    var style = new GUIStyle();\n                    style.alignment = TextAnchor.MiddleCenter;\n                    style.fontSize = 10;\n                    GUI.Label(rect, neighbor.ToString(), style);\n                    break;\n            }\n        }\n\n        public void RuleTooltipOnGUI(Rect rect, int neighbor)\n        {\n            var allConsts = tile.m_NeighborType.GetFields(System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.Static | System.Reflection.BindingFlags.FlattenHierarchy);\n            foreach (var c in allConsts)\n            {\n                if ((int)c.GetValue(null) == neighbor)\n                {\n                    GUI.Label(rect, new GUIContent(\"\", c.Name));\n                    break;\n                }\n            }\n        }\n\n        public virtual void RuleTransformOnGUI(Rect rect, RuleTile.TilingRule.Transform ruleTransform)\n        {\n            switch (ruleTransform)\n            {\n                case RuleTile.TilingRule.Transform.Rotated:\n                    GUI.DrawTexture(rect, autoTransforms[0]);\n                    break;\n                case RuleTile.TilingRule.Transform.MirrorX:\n                    GUI.DrawTexture(rect, autoTransforms[1]);\n                    break;\n                case RuleTile.TilingRule.Transform.MirrorY:\n                    GUI.DrawTexture(rect, autoTransforms[2]);\n                    break;\n                case RuleTile.TilingRule.Transform.Fixed:\n                    GUI.DrawTexture(rect, autoTransforms[3]);\n                    break;\n                case RuleTile.TilingRule.Transform.MirrorXY:\n                    GUI.DrawTexture(rect, autoTransforms[4]);\n                    break;\n            }\n        }\n\n        public bool RuleNeighborUpdate(Rect rect, RuleTile.TilingRule tilingRule, Dictionary<Vector3Int, int> neighbors\n, Vector3Int position)\n        {\n            if (Event.current.type == EventType.MouseDown && ContainsMousePosition(rect))\n            {\n                var allConsts = tile.m_NeighborType.GetFields(BindingFlags.Public | BindingFlags.Static | BindingFlags.FlattenHierarchy);\n                var neighborConsts = allConsts.Select(c => (int)c.GetValue(null)).ToList();\n                neighborConsts.Sort();\n\n                if (neighbors.ContainsKey(position))\n                {\n                    int oldIndex = neighborConsts.IndexOf(neighbors[position]);\n                    int newIndex = oldIndex + GetMouseChange();\n                    if (newIndex >= 0 && newIndex < neighborConsts.Count)\n                    {\n                        newIndex = (int)Mathf.Repeat(newIndex, neighborConsts.Count);\n                        neighbors[position] = neighborConsts[newIndex];\n                    }\n                    else\n                    {\n                        neighbors.Remove(position);\n                    }\n                }\n                else\n                {\n                    int mouseChange = GetMouseChange();\n                    if (mouseChange == 1)\n                    {\n                        neighbors.Add(position, neighborConsts[0]);\n                    }\n                    else\n                    {\n                        neighbors.Add(position, neighborConsts[neighborConsts.Count - 1]);\n                    }\n                }\n                tilingRule.ApplyNeighbors(neighbors);\n\n                GUI.changed = true;\n                Event.current.Use();\n\n                return true;\n            }\n\n            return false;\n        }\n\n        public bool RuleTransformUpdate(Rect rect, RuleTile.TilingRule tilingRule)\n        {\n            if (Event.current.type == EventType.MouseDown && ContainsMousePosition(rect))\n            {\n                tilingRule.m_RuleTransform = (RuleTile.TilingRule.Transform)(int)Mathf.Repeat((int)tilingRule.m_RuleTransform + GetMouseChange(), Enum.GetValues(typeof(RuleTile.TilingRule.Transform)).Length);\n                GUI.changed = true;\n                Event.current.Use();\n\n                return true;\n            }\n\n            return false;\n        }\n\n        public virtual bool ContainsMousePosition(Rect rect)\n        {\n            return rect.Contains(Event.current.mousePosition);\n        }\n\n        private static int GetMouseChange()\n        {\n            return Event.current.button == 1 ? -1 : 1;\n        }\n\n        public virtual void RuleMatrixOnGUI(RuleTile tile, Rect rect, BoundsInt bounds, RuleTile.TilingRule tilingRule)\n        {\n            Handles.color = EditorGUIUtility.isProSkin ? new Color(1f, 1f, 1f, 0.2f) : new Color(0f, 0f, 0f, 0.2f);\n            float w = rect.width / bounds.size.x;\n            float h = rect.height / bounds.size.y;\n\n            for (int y = 0; y <= bounds.size.y; y++)\n            {\n                float top = rect.yMin + y * h;\n                Handles.DrawLine(new Vector3(rect.xMin, top), new Vector3(rect.xMax, top));\n            }\n            for (int x = 0; x <= bounds.size.x; x++)\n            {\n                float left = rect.xMin + x * w;\n                Handles.DrawLine(new Vector3(left, rect.yMin), new Vector3(left, rect.yMax));\n            }\n            Handles.color = Color.white;\n\n            var neighbors = tilingRule.GetNeighbors();\n\n            for (int y = bounds.yMin; y < bounds.yMax; y++)\n            {\n                for (int x = bounds.xMin; x < bounds.xMax; x++)\n                {\n                    Vector3Int pos = new Vector3Int(x, y, 0);\n                    Rect r = new Rect(rect.xMin + (x - bounds.xMin) * w, rect.yMin + (-y + bounds.yMax - 1) * h, w - 1, h - 1);\n                    if (x != 0 || y != 0)\n                    {\n                        if (neighbors.ContainsKey(pos))\n                        {\n                            RuleOnGUI(r, pos, neighbors[pos]);\n                            RuleTooltipOnGUI(r, neighbors[pos]);\n                        }\n                        if (RuleNeighborUpdate(r, tilingRule, neighbors, pos))\n                        {\n                            tile.UpdateRemoteRulePositions();\n                        }\n                    }\n                    else\n                    {\n                        RuleTransformOnGUI(r, tilingRule.m_RuleTransform);\n                        if (RuleTransformUpdate(r, tilingRule))\n                        {\n                            tile.UpdateRemoteRulePositions();\n                        }\n                    }\n                }\n            }\n        }\n\n        public virtual void SpriteOnGUI(Rect rect, RuleTile.TilingRule tilingRule)\n        {\n            tilingRule.m_Sprites[0] = EditorGUI.ObjectField(new Rect(rect.xMax - rect.height, rect.yMin, rect.height, rect.height), tilingRule.m_Sprites[0], typeof(Sprite), false) as Sprite;\n        }\n\n        public virtual void RuleInspectorOnGUI(Rect rect, RuleTile.TilingRule tilingRule)\n        {\n            float y = rect.yMin;\n            EditorGUI.BeginChangeCheck();\n            GUI.Label(new Rect(rect.xMin, y, k_LabelWidth, k_SingleLineHeight), \"Rule\");\n            tilingRule.m_RuleTransform = (RuleTile.TilingRule.Transform)EditorGUI.EnumPopup(new Rect(rect.xMin + k_LabelWidth, y, rect.width - k_LabelWidth, k_SingleLineHeight), tilingRule.m_RuleTransform);\n            y += k_SingleLineHeight;\n            GUI.Label(new Rect(rect.xMin, y, k_LabelWidth, k_SingleLineHeight), \"Game Object\");\n            tilingRule.m_GameObject = (GameObject)EditorGUI.ObjectField(new Rect(rect.xMin + k_LabelWidth, y, rect.width - k_LabelWidth, k_SingleLineHeight), \"\", tilingRule.m_GameObject, typeof(GameObject), false);\n            y += k_SingleLineHeight;\n            GUI.Label(new Rect(rect.xMin, y, k_LabelWidth, k_SingleLineHeight), \"Collider\");\n            tilingRule.m_ColliderType = (Tile.ColliderType)EditorGUI.EnumPopup(new Rect(rect.xMin + k_LabelWidth, y, rect.width - k_LabelWidth, k_SingleLineHeight), tilingRule.m_ColliderType);\n            y += k_SingleLineHeight;\n            GUI.Label(new Rect(rect.xMin, y, k_LabelWidth, k_SingleLineHeight), \"Output\");\n            tilingRule.m_Output = (RuleTile.TilingRule.OutputSprite)EditorGUI.EnumPopup(new Rect(rect.xMin + k_LabelWidth, y, rect.width - k_LabelWidth, k_SingleLineHeight), tilingRule.m_Output);\n            y += k_SingleLineHeight;\n\n            if (tilingRule.m_Output == RuleTile.TilingRule.OutputSprite.Animation)\n            {\n                GUI.Label(new Rect(rect.xMin, y, k_LabelWidth, k_SingleLineHeight), \"Speed\");\n                tilingRule.m_AnimationSpeed = EditorGUI.FloatField(new Rect(rect.xMin + k_LabelWidth, y, rect.width - k_LabelWidth, k_SingleLineHeight), tilingRule.m_AnimationSpeed);\n                y += k_SingleLineHeight;\n            }\n            if (tilingRule.m_Output == RuleTile.TilingRule.OutputSprite.Random)\n            {\n                GUI.Label(new Rect(rect.xMin, y, k_LabelWidth, k_SingleLineHeight), \"Noise\");\n                tilingRule.m_PerlinScale = EditorGUI.Slider(new Rect(rect.xMin + k_LabelWidth, y, rect.width - k_LabelWidth, k_SingleLineHeight), tilingRule.m_PerlinScale, 0.001f, 0.999f);\n                y += k_SingleLineHeight;\n\n                GUI.Label(new Rect(rect.xMin, y, k_LabelWidth, k_SingleLineHeight), \"Shuffle\");\n                tilingRule.m_RandomTransform = (RuleTile.TilingRule.Transform)EditorGUI.EnumPopup(new Rect(rect.xMin + k_LabelWidth, y, rect.width - k_LabelWidth, k_SingleLineHeight), tilingRule.m_RandomTransform);\n                y += k_SingleLineHeight;\n            }\n\n            if (tilingRule.m_Output != RuleTile.TilingRule.OutputSprite.Single)\n            {\n                GUI.Label(new Rect(rect.xMin, y, k_LabelWidth, k_SingleLineHeight), \"Size\");\n                EditorGUI.BeginChangeCheck();\n                int newLength = EditorGUI.DelayedIntField(new Rect(rect.xMin + k_LabelWidth, y, rect.width - k_LabelWidth, k_SingleLineHeight), tilingRule.m_Sprites.Length);\n                if (EditorGUI.EndChangeCheck())\n                    Array.Resize(ref tilingRule.m_Sprites, Math.Max(newLength, 1));\n                y += k_SingleLineHeight;\n\n                for (int i = 0; i < tilingRule.m_Sprites.Length; i++)\n                {\n                    tilingRule.m_Sprites[i] = EditorGUI.ObjectField(new Rect(rect.xMin + k_LabelWidth, y, rect.width - k_LabelWidth, k_SingleLineHeight), tilingRule.m_Sprites[i], typeof(Sprite), false) as Sprite;\n                    y += k_SingleLineHeight;\n                }\n            }\n        }\n\n        public override Texture2D RenderStaticPreview(string assetPath, Object[] subAssets, int width, int height)\n        {\n            if (tile.m_DefaultSprite != null)\n            {\n                Type t = GetType(\"UnityEditor.SpriteUtility\");\n                if (t != null)\n                {\n                    MethodInfo method = t.GetMethod(\"RenderStaticPreview\", new Type[] { typeof(Sprite), typeof(Color), typeof(int), typeof(int) });\n                    if (method != null)\n                    {\n                        object ret = method.Invoke(\"RenderStaticPreview\", new object[] { tile.m_DefaultSprite, Color.white, width, height });\n                        if (ret is Texture2D)\n                            return ret as Texture2D;\n                    }\n                }\n            }\n            return base.RenderStaticPreview(assetPath, subAssets, width, height);\n        }\n\n        private static Type GetType(string TypeName)\n        {\n            var type = Type.GetType(TypeName);\n            if (type != null)\n                return type;\n\n            if (TypeName.Contains(\".\"))\n            {\n                var assemblyName = TypeName.Substring(0, TypeName.IndexOf('.'));\n                var assembly = Assembly.Load(assemblyName);\n                if (assembly == null)\n                    return null;\n                type = assembly.GetType(TypeName);\n                if (type != null)\n                    return type;\n            }\n\n            var currentAssembly = Assembly.GetExecutingAssembly();\n            var referencedAssemblies = currentAssembly.GetReferencedAssemblies();\n            foreach (var assemblyName in referencedAssemblies)\n            {\n                var assembly = Assembly.Load(assemblyName);\n                if (assembly != null)\n                {\n                    type = assembly.GetType(TypeName);\n                    if (type != null)\n                        return type;\n                }\n            }\n            return null;\n        }\n\n        private static Texture2D Base64ToTexture(string base64)\n        {\n            Texture2D t = new Texture2D(1, 1);\n            t.hideFlags = HideFlags.HideAndDontSave;\n            t.LoadImage(System.Convert.FromBase64String(base64));\n            return t;\n        }\n\n        [Serializable]\n        class RuleTileRuleWrapper\n        {\n            [SerializeField]\n            public List<RuleTile.TilingRule> rules = new List<RuleTile.TilingRule>();\n        }\n\n        [MenuItem(\"CONTEXT/RuleTile/Copy All Rules\")]\n        private static void CopyAllRules(MenuCommand item)\n        {\n            RuleTile tile = item.context as RuleTile;\n            if (tile == null)\n                return;\n\n            RuleTileRuleWrapper rulesWrapper = new RuleTileRuleWrapper();\n            rulesWrapper.rules = tile.m_TilingRules;\n            var rulesJson = EditorJsonUtility.ToJson(rulesWrapper);\n            EditorGUIUtility.systemCopyBuffer = rulesJson;\n        }\n\n        [MenuItem(\"CONTEXT/RuleTile/Paste Rules\")]\n        private static void PasteRules(MenuCommand item)\n        {\n            RuleTile tile = item.context as RuleTile;\n            if (tile == null)\n                return;\n\n            try\n            {\n                RuleTileRuleWrapper rulesWrapper = new RuleTileRuleWrapper();\n                EditorJsonUtility.FromJsonOverwrite(EditorGUIUtility.systemCopyBuffer, rulesWrapper);\n                tile.m_TilingRules.AddRange(rulesWrapper.rules);\n            }\n            catch (Exception)\n            {\n                Debug.LogError(\"Unable to paste rules from system copy buffer\");\n            }\n        }\n    }\n}\n"
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  {
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    "content": "﻿using System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\nusing UnityEngine.Tilemaps;\n\n[CreateAssetMenu]\npublic class #SCRIPTNAME# : RuleTile<#SCRIPTNAME#.Neighbor> {\n\n    public bool customField;\n\n    public class Neighbor : RuleTile.TilingRule.Neighbor {\n        public const int Null = 3;\n        public const int NotNull = 4;\n    }\n\n    public override bool RuleMatch(int neighbor, TileBase tile) {\n        switch (neighbor) {\n            case Neighbor.Null: return tile == null;\n            case Neighbor.NotNull: return tile != null;\n        }\n        return base.RuleMatch(neighbor, tile);\n    }\n}\n"
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  {
    "path": "Assets/Samples/2D Renderer/Pixel Perfect Camera/2 Tilemap/Rule Tiles/Scripts/RuleOverrideTile.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing UnityEngine.Scripting.APIUpdating;\n\nnamespace UnityEngine.Tilemaps\n{\n    /// <summary>\n    /// Rule Override Tiles are Tiles which can override a subset of Rules for a given Rule Tile to provide specialised behaviour while keeping most of the Rules originally set in the Rule Tile.\n    /// </summary>\n    [MovedFrom(true, \"UnityEngine\")]\n    [Serializable]\n    [CreateAssetMenu(fileName = \"New Rule Override Tile\", menuName = \"Tiles/Rule Override Tile\")]\n    public class RuleOverrideTile : TileBase\n    {\n        /// <summary>\n        /// A data structure storing the Sprite overriding the original RuleTile Sprite\n        /// </summary>\n        [Serializable]\n        public class TileSpritePair\n        {\n            public Sprite m_OriginalSprite;\n            public Sprite m_OverrideSprite;\n        }\n\n        /// <summary>\n        /// A data structure storing the overriding Tiling Rule and its status  \n        /// </summary>\n        [Serializable]\n        public class OverrideTilingRule\n        {\n            public bool m_Enabled;\n            public RuleTile.TilingRule m_TilingRule = new RuleTile.TilingRule();\n        }\n\n        /// <summary>\n        /// Gets the overriding Sprite of a given Sprite. \n        /// </summary>\n        /// <param name=\"originalSprite\">The original Sprite that is overridden</param>\n        public Sprite this[Sprite originalSprite]\n        {\n            get\n            {\n                foreach (TileSpritePair spritePair in m_Sprites)\n                {\n                    if (spritePair.m_OriginalSprite == originalSprite)\n                    {\n                        return spritePair.m_OverrideSprite;\n                    }\n                }\n                return null;\n            }\n            set\n            {\n                if (value == null)\n                {\n                    m_Sprites = m_Sprites.Where(spritePair => spritePair.m_OriginalSprite != originalSprite).ToList();\n                }\n                else\n                {\n                    foreach (TileSpritePair spritePair in m_Sprites)\n                    {\n                        if (spritePair.m_OriginalSprite == originalSprite)\n                        {\n                            spritePair.m_OverrideSprite = value;\n                            return;\n                        }\n                    }\n                    m_Sprites.Add(new TileSpritePair()\n                    {\n                        m_OriginalSprite = originalSprite,\n                        m_OverrideSprite = value,\n                    });\n                }\n            }\n        }\n\n        /// <summary>\n        /// Gets the overriding Tiling Rule of a given Tiling Rule.\n        /// </summary>\n        /// <param name=\"originalRule\">The original Tiling Rule that is overridden</param>\n        public RuleTile.TilingRule this[RuleTile.TilingRule originalRule]\n        {\n            get\n            {\n                if (!m_Tile)\n                    return null;\n\n                int index = m_Tile.m_TilingRules.IndexOf(originalRule);\n                if (index == -1)\n                    return null;\n                if (m_OverrideTilingRules.Count < index + 1)\n                    return null;\n\n                return m_OverrideTilingRules[index].m_Enabled ? m_OverrideTilingRules[index].m_TilingRule : null;\n            }\n            set\n            {\n                if (!m_Tile)\n                    return;\n\n                int index = m_Tile.m_TilingRules.IndexOf(originalRule);\n                if (index == -1)\n                    return;\n\n                if (value == null)\n                {\n                    if (m_OverrideTilingRules.Count < index + 1)\n                        return;\n                    m_OverrideTilingRules[index].m_Enabled = false;\n                    while (m_OverrideTilingRules.Count > 0 && !m_OverrideTilingRules[m_OverrideTilingRules.Count - 1].m_Enabled)\n                        m_OverrideTilingRules.RemoveAt(m_OverrideTilingRules.Count - 1);\n                }\n                else\n                {\n                    while (m_OverrideTilingRules.Count < index + 1)\n                        m_OverrideTilingRules.Add(new OverrideTilingRule());\n                    m_OverrideTilingRules[index].m_Enabled = true;\n                    m_OverrideTilingRules[index].m_TilingRule = CopyTilingRule(value, new RuleTile.TilingRule(), true);\n                    m_OverrideTilingRules[index].m_TilingRule.m_Neighbors = null;\n                }\n            }\n        }\n\n        /// <summary>\n        /// The RuleTile to override\n        /// </summary>\n        public RuleTile m_Tile;\n        /// <summary>\n        /// Enable Advanced Mode. Enable this if you want to specify which Rules to override.\n        /// </summary>\n        public bool m_Advanced;\n        /// <summary>\n        /// A list of Sprite Overrides\n        /// </summary>\n        public List<TileSpritePair> m_Sprites = new List<TileSpritePair>();\n        /// <summary>\n        /// A list of Tiling Rule Overrides\n        /// </summary>\n        public List<OverrideTilingRule> m_OverrideTilingRules = new List<OverrideTilingRule>();\n        /// <summary>\n        /// The default overriding Tiling Rule\n        /// </summary>\n        public OverrideTilingRule m_OverrideDefault = new OverrideTilingRule();\n        /// <summary>\n        /// The default original Tiling Rule\n        /// </summary>\n        public RuleTile.TilingRule m_OriginalDefault\n        {\n            get\n            {\n                return new RuleTile.TilingRule()\n                {\n                    m_Sprites = new Sprite[] { m_Tile != null ? m_Tile.m_DefaultSprite : null },\n                    m_ColliderType = m_Tile != null ? m_Tile.m_DefaultColliderType : Tile.ColliderType.None,\n                };\n            }\n        }\n\n        /// <summary>\n        /// Returns the Rule Tile for retrieving TileData\n        /// </summary>\n        [HideInInspector] public RuleTile m_InstanceTile;\n\n        /// <summary>\n        /// Retrieves any tile animation data from the scripted tile.\n        /// </summary>\n        /// <param name=\"position\">Position of the Tile on the Tilemap.</param>\n        /// <param name=\"tilemap\">The Tilemap the tile is present on.</param>\n        /// <param name=\"tileAnimationData\">Data to run an animation on the tile.</param>\n        /// <returns>Whether the call was successful.</returns>\n        public override bool GetTileAnimationData(Vector3Int position, ITilemap tilemap, ref TileAnimationData tileAnimationData)\n        {\n            if (!m_InstanceTile)\n                return false;\n            return m_InstanceTile.GetTileAnimationData(position, tilemap, ref tileAnimationData);\n        }\n\n        /// <summary>\n        /// Retrieves any tile rendering data from the scripted tile.\n        /// </summary>\n        /// <param name=\"position\">Position of the Tile on the Tilemap.</param>\n        /// <param name=\"tilemap\">The Tilemap the tile is present on.</param>\n        /// <param name=\"tileData\">Data to render the tile.</param>\n        public override void GetTileData(Vector3Int position, ITilemap tilemap, ref TileData tileData)\n        {\n            if (!m_InstanceTile)\n                return;\n            m_InstanceTile.GetTileData(position, tilemap, ref tileData);\n        }\n\n        /// <summary>\n        /// This method is called when the tile is refreshed.\n        /// </summary>\n        /// <param name=\"location\">Position of the Tile on the Tilemap.</param>\n        /// <param name=\"tileMap\">The Tilemap the tile is present on.</param>\n        public override void RefreshTile(Vector3Int position, ITilemap tilemap)\n        {\n            if (!m_InstanceTile)\n                return;\n            m_InstanceTile.RefreshTile(position, tilemap);\n        }\n\n        /// <summary>\n        /// StartUp is called on the first frame of the running Scene.\n        /// </summary>\n        /// <param name=\"location\">Position of the Tile on the Tilemap.</param>\n        /// <param name=\"tilemap\">The Tilemap the tile is present on.</param>\n        /// <param name=\"instantiateedGameObject\">The GameObject instantiated for the Tile.</param>\n        /// <returns>Whether StartUp was successful</returns>\n        public override bool StartUp(Vector3Int position, ITilemap tilemap, GameObject go)\n        {\n            if (!m_InstanceTile)\n                return true;\n            return m_InstanceTile.StartUp(position, tilemap, go);\n        }\n\n        /// <summary>\n        /// Applies Sprite overrides to this\n        /// </summary>\n        /// <param name=\"overrides\">A list of Sprite overrides to apply</param>\n        /// <exception cref=\"ArgumentNullException\">The input overrides list is not valid</exception>\n        public void ApplyOverrides(IList<KeyValuePair<Sprite, Sprite>> overrides)\n        {\n            if (overrides == null)\n                throw new System.ArgumentNullException(\"overrides\");\n\n            for (int i = 0; i < overrides.Count; i++)\n                this[overrides[i].Key] = overrides[i].Value;\n        }\n\n        /// <summary>\n        /// Gets Sprite overrides for this\n        /// </summary>\n        /// <param name=\"overrides\">A list of Sprite overrides to fill</param>\n        /// <exception cref=\"ArgumentNullException\">The input overrides list is not valid</exception>\n        public void GetOverrides(List<KeyValuePair<Sprite, Sprite>> overrides)\n        {\n            if (overrides == null)\n                throw new System.ArgumentNullException(\"overrides\");\n\n            overrides.Clear();\n\n            if (!m_Tile)\n                return;\n\n            List<Sprite> originalSprites = new List<Sprite>();\n\n            if (m_Tile.m_DefaultSprite)\n                originalSprites.Add(m_Tile.m_DefaultSprite);\n\n            foreach (RuleTile.TilingRule rule in m_Tile.m_TilingRules)\n                foreach (Sprite sprite in rule.m_Sprites)\n                    if (sprite && !originalSprites.Contains(sprite))\n                        originalSprites.Add(sprite);\n\n            foreach (Sprite sprite in originalSprites)\n                overrides.Add(new KeyValuePair<Sprite, Sprite>(sprite, this[sprite]));\n        }\n\n        /// <summary>\n        /// Applies Tiling Rule overrides to this\n        /// </summary>\n        /// <param name=\"overrides\">A list of Tiling Rule overrides to apply</param>\n        /// <exception cref=\"ArgumentNullException\">The input overrides list is not valid</exception>\n        public void ApplyOverrides(IList<KeyValuePair<RuleTile.TilingRule, RuleTile.TilingRule>> overrides)\n        {\n            if (overrides == null)\n                throw new System.ArgumentNullException(\"overrides\");\n\n            for (int i = 0; i < overrides.Count; i++)\n                this[overrides[i].Key] = overrides[i].Value;\n        }\n\n        /// <summary>\n        /// Gets Tiling Rule overrides for this\n        /// </summary>\n        /// <param name=\"overrides\">A list of Tiling Rule overrides to fill</param>\n        /// <exception cref=\"ArgumentNullException\">The input overrides list is not valid</exception>\n        public void GetOverrides(List<KeyValuePair<RuleTile.TilingRule, RuleTile.TilingRule>> overrides)\n        {\n            if (overrides == null)\n                throw new System.ArgumentNullException(\"overrides\");\n\n            overrides.Clear();\n\n            if (!m_Tile)\n                return;\n\n            foreach (var originalRule in m_Tile.m_TilingRules)\n            {\n                RuleTile.TilingRule overrideRule = this[originalRule];\n                overrides.Add(new KeyValuePair<RuleTile.TilingRule, RuleTile.TilingRule>(originalRule, overrideRule));\n            }\n            overrides.Add(new KeyValuePair<RuleTile.TilingRule, RuleTile.TilingRule>(m_OriginalDefault, m_OverrideDefault.m_TilingRule));\n        }\n\n        public void Override()\n        {\n            if (!m_Tile || !m_InstanceTile)\n                return;\n\n            var tile = m_InstanceTile;\n\n            tile.m_DefaultSprite = m_Tile.m_DefaultSprite;\n            tile.m_DefaultGameObject = m_Tile.m_DefaultGameObject;\n            tile.m_DefaultColliderType = m_Tile.m_DefaultColliderType;\n\n            tile.m_TilingRules.Clear();\n            foreach (var rule in m_Tile.m_TilingRules)\n                tile.m_TilingRules.Add(CopyTilingRule(rule, new RuleTile.TilingRule(), true));\n\n            if (!m_Advanced)\n            {\n                tile.m_DefaultSprite = this[m_Tile.m_DefaultSprite];\n\n                foreach (RuleTile.TilingRule rule in tile.m_TilingRules)\n                    for (int i = 0; i < rule.m_Sprites.Length; i++)\n                        if (rule.m_Sprites[i])\n                            rule.m_Sprites[i] = this[rule.m_Sprites[i]];\n            }\n            else\n            {\n                if (m_OverrideDefault.m_Enabled)\n                {\n                    tile.m_DefaultSprite = m_OverrideDefault.m_TilingRule.m_Sprites.Length > 0 ? m_OverrideDefault.m_TilingRule.m_Sprites[0] : null;\n                    tile.m_DefaultGameObject = m_OverrideDefault.m_TilingRule.m_GameObject;\n                    tile.m_DefaultColliderType = m_OverrideDefault.m_TilingRule.m_ColliderType;\n                }\n                for (int i = 0; i < tile.m_TilingRules.Count; i++)\n                {\n                    RuleTile.TilingRule originalRule = tile.m_TilingRules[i];\n                    RuleTile.TilingRule overrideRule = this[m_Tile.m_TilingRules[i]];\n                    if (overrideRule == null)\n                        continue;\n                    CopyTilingRule(overrideRule, originalRule, false);\n                }\n            }\n        }\n\n        /// <summary>\n        /// Copies a Tiling Rule from a given Tiling Rule\n        /// </summary>\n        /// <param name=\"from\">A Tiling Rule to copy from</param>\n        /// <param name=\"to\">A Tiling Rule to copy to</param>\n        /// <param name=\"copyRule\"></param>\n        public RuleTile.TilingRule CopyTilingRule(RuleTile.TilingRule from, RuleTile.TilingRule to, bool copyRule)\n        {\n            if (from == null)\n                return null;\n\n            if (copyRule)\n            {\n                to.m_Neighbors = from.m_Neighbors;\n                to.m_NeighborPositions = from.m_NeighborPositions;\n                to.m_RuleTransform = from.m_RuleTransform;\n            }\n            to.m_Sprites = from.m_Sprites.Clone() as Sprite[];\n            to.m_GameObject = from.m_GameObject;\n            to.m_AnimationSpeed = from.m_AnimationSpeed;\n            to.m_PerlinScale = from.m_PerlinScale;\n            to.m_Output = from.m_Output;\n            to.m_ColliderType = from.m_ColliderType;\n            to.m_RandomTransform = from.m_RandomTransform;\n\n            return to;\n        }\n    }\n}\n"
  },
  {
    "path": "Assets/Samples/2D Renderer/Pixel Perfect Camera/2 Tilemap/Rule Tiles/Scripts/RuleOverrideTile.cs.meta",
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  {
    "path": "Assets/Samples/2D Renderer/Pixel Perfect Camera/2 Tilemap/Rule Tiles/Scripts/RuleTile.cs",
    "content": "using System;\nusing System.Linq;\nusing System.Collections.Generic;\nusing UnityEngine.Tilemaps;\n\nnamespace UnityEngine\n{\n    /// <summary>\n    /// Generic visual tile for creating different tilesets like terrain, pipeline, random or animated tiles.\n    /// This is templated to accept a Neighbor Rule Class for Custom Rules.\n    /// </summary>\n    /// <typeparam name=\"T\">Neighbor Rule Class for Custom Rules</typeparam>\n    public class RuleTile<T> : RuleTile\n    {\n        /// <summary>\n        /// Returns the Neighbor Rule Class type for this Rule Tile.\n        /// </summary>\n        public sealed override Type m_NeighborType { get { return typeof(T); } }\n    }\n\n    /// <summary>\n    /// Generic visual tile for creating different tilesets like terrain, pipeline, random or animated tiles.\n    /// </summary>\n    [Serializable]\n    [CreateAssetMenu(fileName = \"New Rule Tile\", menuName = \"Tiles/Rule Tile\")]\n    public class RuleTile : TileBase\n    {\n        /// <summary>\n        /// Returns the default Neighbor Rule Class type.\n        /// </summary>\n        public virtual Type m_NeighborType { get { return typeof(TilingRule.Neighbor); } }\n\n        /// <summary>\n        /// The Default Sprite set when creating a new Rule.\n        /// </summary>\n        public Sprite m_DefaultSprite;\n        /// <summary>\n        /// The Default GameObject set when creating a new Rule.\n        /// </summary>\n        public GameObject m_DefaultGameObject;\n        /// <summary>\n        /// The Default Collider Type set when creating a new Rule.\n        /// </summary>\n        public Tile.ColliderType m_DefaultColliderType = Tile.ColliderType.Sprite;\n\n        public virtual int m_RotationAngle => 90;\n        public virtual Vector3Int[] m_NearbyNeighborPositions => new Vector3Int[] {\n            new Vector3Int(-1, 1, 0),\n            new Vector3Int(0, 1, 0),\n            new Vector3Int(1, 1, 0),\n            new Vector3Int(-1, 0, 0),\n            new Vector3Int(1, 0, 0),\n            new Vector3Int(-1, -1, 0),\n            new Vector3Int(0, -1, 0),\n            new Vector3Int(1, -1, 0),\n        };\n        public virtual bool IsNearbyNeighborPosition(Vector3Int position)\n        {\n            return position.x >= -1 && position.x <= 1 && position.y >= -1 && position.y <= 1;\n        }\n\n        /// <summary>\n        /// The data structure holding the Rule information for matching Rule Tiles with\n        /// its neighbors.\n        /// </summary>\n        [Serializable]\n        public class TilingRule\n        {\n            /// <summary>\n            /// The matching Rule conditions for each of its neighboring Tiles.\n            /// </summary>\n            public List<int> m_Neighbors = new List<int>();\n            /// <summary>\n            /// * Preset this list to RuleTile backward compatible, but not support for HexagonalRuleTile backward compatible.\n            /// </summary>\n            public List<Vector3Int> m_NeighborPositions = new List<Vector3Int>()\n            {\n                new Vector3Int(-1, 1, 0),\n                new Vector3Int(0, 1, 0),\n                new Vector3Int(1, 1, 0),\n                new Vector3Int(-1, 0, 0),\n                new Vector3Int(1, 0, 0),\n                new Vector3Int(-1, -1, 0),\n                new Vector3Int(0, -1, 0),\n                new Vector3Int(1, -1, 0),\n            };\n            /// <summary>\n            /// The output Sprites for this Rule.\n            /// </summary>\n            public Sprite[] m_Sprites;\n            /// <summary>\n            /// The output GameObject for this Rule.\n            /// </summary>\n            public GameObject m_GameObject;\n            /// <summary>\n            /// The output Animation Speed for this Rule.\n            /// </summary>\n            public float m_AnimationSpeed;\n            /// <summary>\n            /// The perlin scale factor for this Rule.\n            /// </summary>\n            public float m_PerlinScale;\n            /// <summary>\n            /// The transform matching Rule for this Rule.\n            /// </summary>\n            public Transform m_RuleTransform;\n            /// <summary>\n            /// The output type for this Rule.\n            /// </summary>\n            public OutputSprite m_Output;\n            /// <summary>\n            /// The output Collider Type for this Rule.\n            /// </summary>\n            public Tile.ColliderType m_ColliderType;\n            /// <summary>\n            /// The randomized transform output for this Rule.\n            /// </summary>\n            public Transform m_RandomTransform;\n\n            /// <summary>\n            /// Constructor for Tiling Rule. This defaults to a Single Output.\n            /// </summary>\n            public TilingRule()\n            {\n                m_Output = OutputSprite.Single;\n                m_Sprites = new Sprite[1];\n                m_GameObject = null;\n                m_AnimationSpeed = 1f;\n                m_PerlinScale = 0.5f;\n                m_ColliderType = Tile.ColliderType.Sprite;\n            }\n\n            public Dictionary<Vector3Int, int> GetNeighbors()\n            {\n                Dictionary<Vector3Int, int> dict = new Dictionary<Vector3Int, int>();\n\n                for (int i = 0; i < m_Neighbors.Count && i < m_NeighborPositions.Count; i++)\n                    dict.Add(m_NeighborPositions[i], m_Neighbors[i]);\n\n                return dict;\n            }\n            public void ApplyNeighbors(Dictionary<Vector3Int, int> dict)\n            {\n                m_NeighborPositions = dict.Keys.ToList();\n                m_Neighbors = dict.Values.ToList();\n            }\n\n            public BoundsInt GetBounds()\n            {\n                BoundsInt bounds = new BoundsInt(Vector3Int.zero, Vector3Int.one);\n                foreach (var neighbor in GetNeighbors())\n                {\n                    bounds.xMin = Mathf.Min(bounds.xMin, neighbor.Key.x);\n                    bounds.yMin = Mathf.Min(bounds.yMin, neighbor.Key.y);\n                    bounds.xMax = Mathf.Max(bounds.xMax, neighbor.Key.x + 1);\n                    bounds.yMax = Mathf.Max(bounds.yMax, neighbor.Key.y + 1);\n                }\n                return bounds;\n            }\n\n            /// <summary>\n            /// The enumeration for matching Neighbors when matching Rule Tiles\n            /// </summary>\n            public class Neighbor\n            {\n                /// <summary>\n                /// The Rule Tile will check if the contents of the cell in that direction is an instance of this Rule Tile.\n                /// If not, the rule will fail.\n                /// </summary>\n                public const int This = 1;\n                /// <summary>\n                /// The Rule Tile will check if the contents of the cell in that direction is not an instance of this Rule Tile.\n                /// If it is, the rule will fail.\n                /// </summary>\n                public const int NotThis = 2;\n            }\n\n            /// <summary>\n            /// The enumeration for the transform rule used when matching Rule Tiles.\n            /// </summary>\n            public enum Transform\n            {\n                /// <summary>\n                /// The Rule Tile will match Tiles exactly as laid out in its neighbors.\n                /// </summary>\n                Fixed,\n                /// <summary>\n                /// The Rule Tile will rotate and match its neighbors.\n                /// </summary>\n                Rotated,\n                /// <summary>\n                /// The Rule Tile will mirror in the X axis and match its neighbors.\n                /// </summary>\n                MirrorX,\n                /// <summary>\n                /// The Rule Tile will mirror in the Y axis and match its neighbors.\n                /// </summary>\n                MirrorY,\n                /// <summary>\n                /// The Rule Tile will mirror in the X or Y axis and match its neighbors.\n                /// </summary>\n                MirrorXY\n            }\n\n            /// <summary>\n            /// The Output for the Tile which fits this Rule.\n            /// </summary>\n            public enum OutputSprite\n            {\n                /// <summary>\n                /// A Single Sprite will be output.\n                /// </summary>\n                Single,\n                /// <summary>\n                /// A Random Sprite will be output.\n                /// </summary>\n                Random,\n                /// <summary>\n                /// A Sprite Animation will be output.\n                /// </summary>\n                Animation\n            }\n        }\n\n        /// <summary>\n        /// A list of Tiling Rules for the Rule Tile.\n        /// </summary>\n        [HideInInspector] public List<TilingRule> m_TilingRules = new List<RuleTile.TilingRule>();\n\n        public List<Vector3Int> remoteNeighborPositions\n        {\n            get\n            {\n                if (!m_RemoteNeighborPositionsInit)\n                    UpdateRemoteRulePositions();\n\n                return m_RemoteNeighborPositions;\n            }\n        }\n\n        private List<Vector3Int> m_RemoteNeighborPositions;\n        private bool m_RemoteNeighborPositionsInit;\n\n        public void UpdateRemoteRulePositions()\n        {\n            Dictionary<Vector3Int, bool> positions = new Dictionary<Vector3Int, bool>();\n\n            foreach (TilingRule rule in m_TilingRules)\n            {\n                foreach (var neighbor in rule.GetNeighbors())\n                {\n                    Vector3Int position = neighbor.Key;\n                    if (!IsNearbyNeighborPosition(position))\n                    {\n                        positions[position] = true;\n\n                        // Check rule against rotations of 0, 90, 180, 270\n                        if (rule.m_RuleTransform == TilingRule.Transform.Rotated)\n                        {\n                            for (int angle = 0; angle < 360; angle += m_RotationAngle)\n                            {\n                                positions[GetRotatedPosition(position, angle)] = true;\n                            }\n                        }\n\n                        // Check rule against x-axis, y-axis mirror\n                        positions[GetMirroredPosition(\n                            position,\n                            rule.m_RuleTransform == TilingRule.Transform.MirrorX || rule.m_RuleTransform == TilingRule.Transform.MirrorXY,\n                            rule.m_RuleTransform == TilingRule.Transform.MirrorY || rule.m_RuleTransform == TilingRule.Transform.MirrorXY)\n                        ] = true;\n                    }\n                }\n            }\n\n            m_RemoteNeighborPositions = positions.Keys.ToList();\n            m_RemoteNeighborPositionsInit = true;\n        }\n\n        /// <summary>\n        /// StartUp is called on the first frame of the running Scene.\n        /// </summary>\n        /// <param name=\"location\">Position of the Tile on the Tilemap.</param>\n        /// <param name=\"tilemap\">The Tilemap the tile is present on.</param>\n        /// <param name=\"instantiatedGameObject\">The GameObject instantiated for the Tile.</param>\n        /// <returns>Whether StartUp was successful</returns>\n        public override bool StartUp(Vector3Int location, ITilemap tilemap, GameObject instantiatedGameObject)\n        {\n            if (instantiatedGameObject != null)\n            {\n                var iden = Matrix4x4.identity;\n                Quaternion gameObjectQuaternion = new Quaternion();\n\n                foreach (TilingRule rule in m_TilingRules)\n                {\n                    Matrix4x4 transform = iden;\n                    if (RuleMatches(rule, location, tilemap, ref transform))\n                    {\n                        // Converts the tile's rotation matrix to a quaternion to be used by the instantiated Game Object\n                        gameObjectQuaternion = Quaternion.LookRotation(new Vector3(transform.m02, transform.m12, transform.m22), new Vector3(transform.m01, transform.m11, transform.m21));\n                        break;\n                    }\n                }\n\n                Tilemap tmpMap = tilemap.GetComponent<Tilemap>();\n                instantiatedGameObject.transform.position = tmpMap.LocalToWorld(tmpMap.CellToLocalInterpolated(location + tmpMap.tileAnchor));\n                instantiatedGameObject.transform.rotation = gameObjectQuaternion;\n            }\n\n            return true;\n        }\n\n        /// <summary>\n        /// Retrieves any tile rendering data from the scripted tile.\n        /// </summary>\n        /// <param name=\"position\">Position of the Tile on the Tilemap.</param>\n        /// <param name=\"tilemap\">The Tilemap the tile is present on.</param>\n        /// <param name=\"tileData\">Data to render the tile.</param>\n        public override void GetTileData(Vector3Int position, ITilemap tilemap, ref TileData tileData)\n        {\n            var iden = Matrix4x4.identity;\n\n            tileData.sprite = m_DefaultSprite;\n            tileData.gameObject = m_DefaultGameObject;\n            tileData.colliderType = m_DefaultColliderType;\n            tileData.flags = TileFlags.LockTransform;\n            tileData.transform = iden;\n\n            foreach (TilingRule rule in m_TilingRules)\n            {\n                Matrix4x4 transform = iden;\n                if (RuleMatches(rule, position, tilemap, ref transform))\n                {\n                    switch (rule.m_Output)\n                    {\n                        case TilingRule.OutputSprite.Single:\n                        case TilingRule.OutputSprite.Animation:\n                            tileData.sprite = rule.m_Sprites[0];\n                            break;\n                        case TilingRule.OutputSprite.Random:\n                            int index = Mathf.Clamp(Mathf.FloorToInt(GetPerlinValue(position, rule.m_PerlinScale, 100000f) * rule.m_Sprites.Length), 0, rule.m_Sprites.Length - 1);\n                            tileData.sprite = rule.m_Sprites[index];\n                            if (rule.m_RandomTransform != TilingRule.Transform.Fixed)\n                                transform = ApplyRandomTransform(rule.m_RandomTransform, transform, rule.m_PerlinScale, position);\n                            break;\n                    }\n                    tileData.transform = transform;\n                    tileData.gameObject = rule.m_GameObject;\n                    tileData.colliderType = rule.m_ColliderType;\n                    break;\n                }\n            }\n        }\n\n        /// <summary>\n        /// Returns a Perlin Noise value based on the given inputs.\n        /// </summary>\n        /// <param name=\"position\">Position of the Tile on the Tilemap.</param>\n        /// <param name=\"scale\">The Perlin Scale factor of the Tile.</param>\n        /// <param name=\"offset\">Offset of the Tile on the Tilemap.</param>\n        /// <returns>A Perlin Noise value based on the given inputs.</returns>\n        protected static float GetPerlinValue(Vector3Int position, float scale, float offset)\n        {\n            return Mathf.PerlinNoise((position.x + offset) * scale, (position.y + offset) * scale);\n        }\n\n        /// <summary>\n        /// Retrieves any tile animation data from the scripted tile.\n        /// </summary>\n        /// <param name=\"position\">Position of the Tile on the Tilemap.</param>\n        /// <param name=\"tilemap\">The Tilemap the tile is present on.</param>\n        /// <param name=\"tileAnimationData\">Data to run an animation on the tile.</param>\n        /// <returns>Whether the call was successful.</returns>\n        public override bool GetTileAnimationData(Vector3Int position, ITilemap tilemap, ref TileAnimationData tileAnimationData)\n        {\n            var iden = Matrix4x4.identity;\n            foreach (TilingRule rule in m_TilingRules)\n            {\n                if (rule.m_Output == TilingRule.OutputSprite.Animation)\n                {\n                    Matrix4x4 transform = iden;\n                    if (RuleMatches(rule, position, tilemap, ref transform))\n                    {\n                        tileAnimationData.animatedSprites = rule.m_Sprites;\n                        tileAnimationData.animationSpeed = rule.m_AnimationSpeed;\n                        return true;\n                    }\n                }\n            }\n            return false;\n        }\n\n        /// <summary>\n        /// This method is called when the tile is refreshed.\n        /// </summary>\n        /// <param name=\"location\">Position of the Tile on the Tilemap.</param>\n        /// <param name=\"tilemap\">The Tilemap the tile is present on.</param>\n        public override void RefreshTile(Vector3Int location, ITilemap tilemap)\n        {\n            base.RefreshTile(location, tilemap);\n            RefreshNearTiles(location, tilemap);\n            RefreshRemoteTiles(location, tilemap);\n        }\n\n        public void RefreshNearTiles(Vector3Int location, ITilemap tilemap)\n        {\n            foreach (Vector3Int offset in m_NearbyNeighborPositions)\n            {\n                base.RefreshTile(location + offset, tilemap);\n            }\n        }\n\n        private TileBase[] m_CacheUsedTiles = new TileBase[0];\n        public void RefreshRemoteTiles(Vector3Int location, ITilemap tilemap)\n        {\n            Tilemap tilemap_2 = tilemap.GetComponent<Tilemap>();\n\n            if (!tilemap_2)\n                return;\n\n            int usedTilesCount = tilemap_2.GetUsedTilesCount();\n            if (m_CacheUsedTiles.Length < usedTilesCount)\n                m_CacheUsedTiles = new TileBase[usedTilesCount];\n\n            tilemap_2.GetUsedTilesNonAlloc(m_CacheUsedTiles);\n\n            foreach (TileBase usedTile in m_CacheUsedTiles)\n            {\n                if (!usedTile)\n                    break;\n\n                if (!(usedTile is RuleTile))\n                    continue;\n\n                RuleTile tile = usedTile as RuleTile;\n                foreach (Vector3Int offset in tile.remoteNeighborPositions)\n                {\n                    Vector3Int remotePosition = GetOffsetPositionReverse(location, offset);\n                    if (tilemap.GetTile(remotePosition) == tile)\n                    {\n                        base.RefreshTile(remotePosition, tilemap);\n                    }\n                }\n            }\n        }\n\n        /// <summary>\n        /// Does a Rule Match given a Tiling Rule and neighboring Tiles.\n        /// </summary>\n        /// <param name=\"rule\">The Tiling Rule to match with.</param>\n        /// <param name=\"tilemap\">The tilemap to match with.</param>\n        /// <param name=\"transform\">A transform matrix which will match the Rule.</param>\n        /// <returns>True if there is a match, False if not.</returns>\n        protected virtual bool RuleMatches(TilingRule rule, Vector3Int position, ITilemap tilemap, ref Matrix4x4 transform)\n        {\n            if (RuleMatches(rule, position, tilemap, 0))\n            {\n                transform = Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(0f, 0f, 0f), Vector3.one);\n                return true;\n            }\n\n            // Check rule against rotations of 0, 90, 180, 270\n            if (rule.m_RuleTransform == TilingRule.Transform.Rotated)\n            {\n                for (int angle = m_RotationAngle; angle < 360; angle += m_RotationAngle)\n                {\n                    if (RuleMatches(rule, position, tilemap, angle))\n                    {\n                        transform = Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(0f, 0f, -angle), Vector3.one);\n                        return true;\n                    }\n                }\n            }\n            else if (rule.m_RuleTransform == TilingRule.Transform.MirrorXY)\n            {\n                if (RuleMatches(rule, position, tilemap, true, true))\n                {\n                    transform = Matrix4x4.TRS(Vector3.zero, Quaternion.identity, new Vector3(-1f, -1f, 1f));\n                    return true;\n                }\n                if (RuleMatches(rule, position, tilemap, true, false))\n                {\n                    transform = Matrix4x4.TRS(Vector3.zero, Quaternion.identity, new Vector3(-1f, 1f, 1f));\n                    return true;\n                }\n                if (RuleMatches(rule, position, tilemap, false, true))\n                {\n                    transform = Matrix4x4.TRS(Vector3.zero, Quaternion.identity, new Vector3(1f, -1f, 1f));\n                    return true;\n                }\n            }\n            // Check rule against x-axis mirror\n            else if (rule.m_RuleTransform == TilingRule.Transform.MirrorX)\n            {\n                if (RuleMatches(rule, position, tilemap, true, false))\n                {\n                    transform = Matrix4x4.TRS(Vector3.zero, Quaternion.identity, new Vector3(-1f, 1f, 1f));\n                    return true;\n                }\n            }\n            // Check rule against y-axis mirror\n            else if (rule.m_RuleTransform == TilingRule.Transform.MirrorY)\n            {\n                if (RuleMatches(rule, position, tilemap, false, true))\n                {\n                    transform = Matrix4x4.TRS(Vector3.zero, Quaternion.identity, new Vector3(1f, -1f, 1f));\n                    return true;\n                }\n            }\n\n            return false;\n        }\n\n        /// <summary>\n        /// Returns a random transform matrix given the random transform rule.\n        /// </summary>\n        /// <param name=\"type\">Random transform rule.</param>\n        /// <param name=\"original\">The original transform matrix.</param>\n        /// <param name=\"perlinScale\">The Perlin Scale factor of the Tile.</param>\n        /// <param name=\"position\">Position of the Tile on the Tilemap.</param>\n        /// <returns>A random transform matrix.</returns>\n        protected virtual Matrix4x4 ApplyRandomTransform(TilingRule.Transform type, Matrix4x4 original, float perlinScale, Vector3Int position)\n        {\n            float perlin = GetPerlinValue(position, perlinScale, 200000f);\n            switch (type)\n            {\n                case TilingRule.Transform.MirrorXY:\n                    return original * Matrix4x4.TRS(Vector3.zero, Quaternion.identity, new Vector3(Math.Abs(perlin - 0.5) > 0.25 ? 1f : -1f, perlin < 0.5 ? 1f : -1f, 1f));\n                case TilingRule.Transform.MirrorX:\n                    return original * Matrix4x4.TRS(Vector3.zero, Quaternion.identity, new Vector3(perlin < 0.5 ? 1f : -1f, 1f, 1f));\n                case TilingRule.Transform.MirrorY:\n                    return original * Matrix4x4.TRS(Vector3.zero, Quaternion.identity, new Vector3(1f, perlin < 0.5 ? 1f : -1f, 1f));\n                case TilingRule.Transform.Rotated:\n                    int angle = Mathf.Clamp(Mathf.FloorToInt(perlin * 4), 0, 3) * 90;\n                    return Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(0f, 0f, -angle), Vector3.one);\n            }\n            return original;\n        }\n\n        /// <summary>\n        /// Checks if there is a match given the neighbor matching rule and a Tile.\n        /// </summary>\n        /// <param name=\"neighbor\">Neighbor matching rule.</param>\n        /// <param name=\"other\">Tile to match.</param>\n        /// <returns>True if there is a match, False if not.</returns>\n        public virtual bool RuleMatch(int neighbor, TileBase other)\n        {\n            if (other is RuleOverrideTile)\n                other = (other as RuleOverrideTile).m_InstanceTile;\n\n            switch (neighbor)\n            {\n                case TilingRule.Neighbor.This: return other == this;\n                case TilingRule.Neighbor.NotThis: return other != this;\n            }\n            return true;\n        }\n\n        /// <summary>\n        /// Checks if there is a match given the neighbor matching rule and a Tile with a rotation angle.\n        /// </summary>\n        /// <param name=\"rule\">Neighbor matching rule.</param>\n        /// <param name=\"tilemap\">Tilemap to match.</param>\n        /// <param name=\"angle\">Rotation angle for matching.</param>\n        /// <returns>True if there is a match, False if not.</returns>\n        protected bool RuleMatches(TilingRule rule, Vector3Int position, ITilemap tilemap, int angle)\n        {\n            for (int i = 0; i < rule.m_Neighbors.Count && i < rule.m_NeighborPositions.Count; i++)\n            {\n                int neighbor = rule.m_Neighbors[i];\n                Vector3Int positionOffset = GetRotatedPosition(rule.m_NeighborPositions[i], angle);\n                TileBase other = tilemap.GetTile(GetOffsetPosition(position, positionOffset));\n                if (!RuleMatch(neighbor, other))\n                {\n                    return false;\n                }\n            }\n            return true;\n        }\n\n        /// <summary>\n        /// Checks if there is a match given the neighbor matching rule and a Tile with mirrored axii.\n        /// </summary>\n        /// <param name=\"rule\">Neighbor matching rule.</param>\n        /// <param name=\"tilemap\">Tilemap to match.</param>\n        /// <param name=\"mirrorX\">Mirror X Axis for matching.</param>\n        /// <param name=\"mirrorY\">Mirror Y Axis for matching.</param>\n        /// <returns>True if there is a match, False if not.</returns>\n        protected bool RuleMatches(TilingRule rule, Vector3Int position, ITilemap tilemap, bool mirrorX, bool mirrorY)\n        {\n            for (int i = 0; i < rule.m_Neighbors.Count && i < rule.m_NeighborPositions.Count; i++)\n            {\n                int neighbor = rule.m_Neighbors[i];\n                Vector3Int positionOffset = GetMirroredPosition(rule.m_NeighborPositions[i], mirrorX, mirrorY);\n                TileBase other = tilemap.GetTile(GetOffsetPosition(position, positionOffset));\n                if (!RuleMatch(neighbor, other))\n                {\n                    return false;\n                }\n            }\n            return true;\n        }\n\n        /// <summary>\n        /// Gets a rotated position given its original position and the rotation in degrees. \n        /// </summary>\n        /// <param name=\"position\">Original position of Tile.</param>\n        /// <param name=\"rotation\">Rotation in degrees.</param>\n        /// <returns>Rotated position of Tile.</returns>\n        protected virtual Vector3Int GetRotatedPosition(Vector3Int position, int rotation)\n        {\n            switch (rotation)\n            {\n                case 0:\n                    return position;\n                case 90:\n                    return new Vector3Int(position.y, -position.x, 0);\n                case 180:\n                    return new Vector3Int(-position.x, -position.y, 0);\n                case 270:\n                    return new Vector3Int(-position.y, position.x, 0);\n            }\n            return position;\n        }\n\n        /// <summary>\n        /// Gets a mirrored position given its original position and the mirroring axii.\n        /// </summary>\n        /// <param name=\"position\">Original position of Tile.</param>\n        /// <param name=\"mirrorX\">Mirror in the X Axis.</param>\n        /// <param name=\"mirrorY\">Mirror in the Y Axis.</param>\n        /// <returns>Mirrored position of Tile.</returns>\n        protected virtual Vector3Int GetMirroredPosition(Vector3Int position, bool mirrorX, bool mirrorY)\n        {\n            if (mirrorX)\n                position.x *= -1;\n            if (mirrorY)\n                position.y *= -1;\n            return position;\n        }\n\n        protected virtual Vector3Int GetOffsetPosition(Vector3Int location, Vector3Int offset)\n        {\n            return location + offset;\n        }\n\n        protected virtual Vector3Int GetOffsetPositionReverse(Vector3Int position, Vector3Int offset)\n        {\n            return position - offset;\n        }\n    }\n}\n"
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    "content": "2D Renderer Samples copyright © 2021 Unity Technologies ApS\n\nLicensed under the Unity Companion License for Unity-dependent projects (see https://unity3d.com/legal/licenses/unity_companion_license).\n\nUnless expressly provided otherwise, the Software under this license is made available strictly on an “AS IS” BASIS WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED. Please review the license for details on these and other terms and conditions.\n"
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    "content": "# 2d-renderer-samples\nThis repository contains 2D Lights samples for the 2D Renderer in Universal Render Pipeline to be used with Unity 2020.3 or newer.\n\n\n\n## ⚠️ ⚠️ ⚠️ Warning ⚠️ ⚠️ ⚠️\n\n**Project backward compatibility between Preview versions is NOT GUARANTEED. Always backup your project before updating the package. Preview features here are not production ready, please DO NOT use this package for your final production. Preview features may be discontinued/dropped.**\n\n"
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    "path": "Third-Party Notices.md",
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  }
]