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more sample iteration
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Cammin committed Jan 12, 2024
1 parent 07e5072 commit 367f0ea
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Showing 24 changed files with 79 additions and 55 deletions.
9 changes: 6 additions & 3 deletions Assets/LDtkUnity/Samples~/Samples/AutoLayers_2_stamps.ldtk
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},
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"identifierStyle": "Capitalize",
"toc": [],
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"backupRelPath": null,
"levelNamePattern": "%world_Level_%idx",
"tutorialDesc": "\"STAMPS\" are groups of multiple tiles that are generated by RULES.\n\nClick on the RULES button on the left to see them.",
"customCommands": [{ "command": "../../../Library/LDtkTilesetExporter/ExportTilesetDefinition.exe AutoLayers_2_stamps", "when": "AfterSave" }],
"customCommands": [{
"command": "../../../Library/LDtkTilesetExporter/ExportTilesetDefinition.exe AutoLayers_2_stamps",
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"defs": { "layers": [
{
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],
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}
9 changes: 6 additions & 3 deletions Assets/LDtkUnity/Samples~/Samples/AutoLayers_3_Mosaic.ldtk
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},
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"identifierStyle": "Capitalize",
"toc": [],
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"backupRelPath": null,
"levelNamePattern": "%world_Level_%idx",
"tutorialDesc": "This example demonstrates the use of rules to create complex but dynamic mosaics.",
"customCommands": [{ "command": "../../../Library/LDtkTilesetExporter/ExportTilesetDefinition.exe AutoLayers_3_Mosaic", "when": "AfterSave" }],
"customCommands": [{
"command": "../../../Library/LDtkTilesetExporter/ExportTilesetDefinition.exe AutoLayers_3_Mosaic",
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}],
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"defs": { "layers": [
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9 changes: 6 additions & 3 deletions Assets/LDtkUnity/Samples~/Samples/AutoLayers_4_Assistant.ldtk
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"identifierStyle": "Capitalize",
"toc": [],
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"levelNamePattern": "%world_Level_%idx",
"tutorialDesc": "In this example, the rules are automatically created and managed by the rule \"Assistant\".\n\nTo open it, click on the \"Rules\" button on the left, then \"Edit\" on the \"Walls\" group.",
"customCommands": [{ "command": "../../../Library/LDtkTilesetExporter/ExportTilesetDefinition.exe AutoLayers_4_Assistant", "when": "AfterSave" }],
"customCommands": [{
"command": "../../../Library/LDtkTilesetExporter/ExportTilesetDefinition.exe AutoLayers_4_Assistant",
"when": "AfterSave"
}],
"flags": [ "ExportOldTableOfContentData", "UseMultilinesType" ],
"defs": { "layers": [
{
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],
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9 changes: 6 additions & 3 deletions Assets/LDtkUnity/Samples~/Samples/AutoLayers_5_Advanced.ldtk
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"identifierStyle": "Capitalize",
"toc": [],
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"backupRelPath": null,
"levelNamePattern": "%world_Level_%idx",
"tutorialDesc": "Rules can be used to render various biome elements, such as Dirt, Water or Lava.\n\nPress [SHIFT + R] to toggle auto-layers rendering",
"customCommands": [{ "command": "../../../Library/LDtkTilesetExporter/ExportTilesetDefinition.exe AutoLayers_5_Advanced", "when": "AfterSave" }],
"customCommands": [{
"command": "../../../Library/LDtkTilesetExporter/ExportTilesetDefinition.exe AutoLayers_5_Advanced",
"when": "AfterSave"
}],
"flags": [ "ExportOldTableOfContentData", "UseMultilinesType" ],
"defs": { "layers": [
{
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"identifierStyle": "Capitalize",
"toc": [],
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"backupRelPath": null,
"levelNamePattern": "level_x%gx,y%gy",
"tutorialDesc": "This sample shows how to use OPTIONAL rules to create biomes and variations easily.\n\nClick the \"RULES\" button on the left to see all the rule groups. Some groups are BLUE: they are optional which means they are disabled by default, and can be enabled only in specific levels.",
"customCommands": [{ "command": "../../../Library/LDtkTilesetExporter/ExportTilesetDefinition.exe AutoLayers_6_OptionalRules", "when": "AfterSave" }],
"customCommands": [{
"command": "../../../Library/LDtkTilesetExporter/ExportTilesetDefinition.exe AutoLayers_6_OptionalRules",
"when": "AfterSave"
}],
"flags": [ "ExportOldTableOfContentData", "UseMultilinesType" ],
"defs": { "layers": [
{
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],
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}
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9 changes: 6 additions & 3 deletions Assets/LDtkUnity/Samples~/Samples/Entities.ldtk
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},
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"identifierStyle": "Capitalize",
"toc": [{
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"levelNamePattern": "%world_Level_%idx",
"tutorialDesc": "Entities can be used to represent any gameplay element, such as player, enemies, items etc.\n\nThey can have many kind of customizable properties, including arrays, enums or coordinates.",
"customCommands": [{ "command": "../../../Library/LDtkTilesetExporter/ExportTilesetDefinition.exe Entities", "when": "AfterSave" }],
"customCommands": [{
"command": "../../../Library/LDtkTilesetExporter/ExportTilesetDefinition.exe Entities",
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}],
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"defs": { "layers": [
{
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],
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9 changes: 6 additions & 3 deletions Assets/LDtkUnity/Samples~/Samples/SeparateLevelFiles.ldtk
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"identifierStyle": "Capitalize",
"toc": [],
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"backupRelPath": null,
"levelNamePattern": "%world_Level_%idx",
"tutorialDesc": "In this example, the levels are stored in separate files, in a subfolder. \n\nThis is fully transparent from the editor perspective.",
"customCommands": [{ "command": "../../../Library/LDtkTilesetExporter/ExportTilesetDefinition.exe SeparateLevelFiles", "when": "AfterSave" }],
"customCommands": [{
"command": "../../../Library/LDtkTilesetExporter/ExportTilesetDefinition.exe SeparateLevelFiles",
"when": "AfterSave"
}],
"flags": [ "ExportOldTableOfContentData", "UseMultilinesType" ],
"defs": { "layers": [
{
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],
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}
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},
"iid": "a2e6e900-7820-11ed-b6fd-61d0df8fd468",
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"identifierStyle": "Capitalize",
"toc": [{
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"backupRelPath": null,
"levelNamePattern": "%world_Level_%idx",
"tutorialDesc": "This file can be used to check if an API supports LDtk file format properly. \n\nIt uses most important LDtk features.",
"customCommands": [{ "command": "../../../Library/LDtkTilesetExporter/ExportTilesetDefinition.exe Test_file_for_API_showing_all_features", "when": "AfterSave" }],
"customCommands": [{
"command": "../../../Library/LDtkTilesetExporter/ExportTilesetDefinition.exe Test_file_for_API_showing_all_features",
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}],
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"defs": { "layers": [
{
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],
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},
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"identifierStyle": "Capitalize",
"toc": [],
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"backupRelPath": null,
"levelNamePattern": "%world_Level_%idx",
"tutorialDesc": "This sample demonstrates a typical 2D platformer with auto-rendered walls and various gameplay entities.\nPress [Shift+A] to toggle \"Single layer mode\", which helps understanding which layer contains what.\nPress [SHIFT+R] to toggle auto-rendered layers.",
"customCommands": [{ "command": "../../../Library/LDtkTilesetExporter/ExportTilesetDefinition.exe Typical_2D_platformer_example", "when": "AfterSave" }],
"customCommands": [{
"command": "../../../Library/LDtkTilesetExporter/ExportTilesetDefinition.exe Typical_2D_platformer_example",
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"defs": { "layers": [
{
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],
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}
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},
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"identifierStyle": "Capitalize",
"toc": [{
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"backupRelPath": null,
"levelNamePattern": "%world_Level_%idx",
"tutorialDesc": "This example uses a combination of Auto-Layers with a vertical offset of -16px on the \"Wall_tops\" layer. This trick allows rendering of a \"top-down\" level with a minimal amount of tiles (and work).\n\nPress [SHIFT + A] to toggle \"Single Layer Mode\", and see what each layer really contains.\n\nPress [SHIFT + R] to toggle rendering of rules based layers.",
"customCommands": [{ "command": "../../../Library/LDtkTilesetExporter/ExportTilesetDefinition.exe Typical_TopDown_example", "when": "AfterSave" }],
"customCommands": [{
"command": "../../../Library/LDtkTilesetExporter/ExportTilesetDefinition.exe Typical_TopDown_example",
"when": "AfterSave"
}],
"flags": [ "ExportOldTableOfContentData", "UseMultilinesType" ],
"defs": { "layers": [
{
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],
"worlds": [],
"dummyWorldIid": "c9ef2d10-c640-11ed-ad34-f553e1d803f9"
}
}
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