UPaperTileLayer* UPaperTileMap::AddNewLayer(int32 InsertionIndex) { // Create the new layer UPaperTileLayer* NewLayer = NewObject<UPaperTileLayer>(this); NewLayer->SetFlags(RF_Transactional); NewLayer->DestructiveAllocateMap(MapWidth, MapHeight); NewLayer->LayerName = GenerateNewLayerName(this); // Insert the new layer if (TileLayers.IsValidIndex(InsertionIndex)) { TileLayers.Insert(NewLayer, InsertionIndex); } else { TileLayers.Add(NewLayer); } return NewLayer; }
void STileLayerList::MergeLayerDown() { if (UPaperTileMap* TileMap = TileMapPtr.Get()) { const int32 SourceIndex = GetSelectionIndex(); const int32 TargetIndex = SourceIndex + 1; if ((SourceIndex != INDEX_NONE) && (TargetIndex != INDEX_NONE)) { const FScopedTransaction Transaction(LOCTEXT("TileMapMergeLayerDown", "Merge Layer Down")); TileMap->SetFlags(RF_Transactional); TileMap->Modify(); UPaperTileLayer* SourceLayer = TileMap->TileLayers[SourceIndex]; UPaperTileLayer* TargetLayer = TileMap->TileLayers[TargetIndex]; TargetLayer->SetFlags(RF_Transactional); TargetLayer->Modify(); // Copy the non-empty tiles from the source to the target layer for (int32 Y = 0; Y < SourceLayer->LayerWidth; ++Y) { for (int32 X = 0; X < SourceLayer->LayerWidth; ++X) { FPaperTileInfo TileInfo = SourceLayer->GetCell(X, Y); if (TileInfo.IsValid()) { TargetLayer->SetCell(X, Y, TileInfo); } } } // Remove the source layer TileMap->TileLayers.RemoveAt(SourceIndex); // Update viewers PostEditNotfications(); } } }
UPaperTileLayer* FPaperTileMapDetailsCustomization::AddLayer(bool bCollisionLayer) { UPaperTileLayer* NewLayer = NULL; if (UPaperTileMap* TileMap = TileMapPtr.Get()) { const FScopedTransaction Transaction( LOCTEXT("TileMapAddLayer", "Add New Layer") ); TileMap->SetFlags(RF_Transactional); TileMap->Modify(); NewLayer = NewObject<UPaperTileLayer>(TileMap); NewLayer->SetFlags(RF_Transactional); NewLayer->LayerWidth = TileMap->MapWidth; NewLayer->LayerHeight = TileMap->MapHeight; NewLayer->DestructiveAllocateMap(NewLayer->LayerWidth, NewLayer->LayerHeight); NewLayer->LayerName = LOCTEXT("DefaultNewLayerName", "New Layer"); NewLayer->bCollisionLayer = bCollisionLayer; TileMap->TileLayers.Add(NewLayer); } return NewLayer; }