GridBrushBase
class in
UnityEngine
/
Inherits from:ScriptableObject
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Description
Base class for authoring data on a grid with grid painting tools like paint, erase, pick, select and fill.
Inheriting this class and/or creating brush asset instances from your inherited class, you can create custom brushes which react to high level grid events like paint, erase, pick, select and fill.
no example available in JavaScript
using UnityEngine;
// Paints two prefabs in checkerboard pattern
[CreateAssetMenu]
public class CheckerboardBrush : GridBrushBase
{
public GameObject prefabA;
public GameObject prefabB;
public override void Paint(GridLayout grid, GameObject brushTarget, Vector3Int position)
{
bool evenCell = Mathf.Abs(position.y + position.x) % 2 > 0;
GameObject toBeInstantiated = evenCell ? prefabA : prefabB;
if (toBeInstantiated != null)
{
GameObject newInstance = Instantiate(toBeInstantiated, grid.CellToWorld(position), Quaternion.identity);
newInstance.transform.SetParent(brushTarget.transform);
}
}
}
Public Methods
BoxErase | Erases data on a grid within the given bounds. |
BoxFill | Box fills tiles and GameObjects into given bounds within the selected layers. |
Erase | Erases data on a grid within the given bounds. |
Flip | Flips the grid brush in the given FlipAxis. |
FloodFill | Flood fills data onto a grid given the starting coordinates of the cell. |
Move | Move is called when user moves the area previously selected with the selection marquee. |
MoveEnd | MoveEnd is called when user has ended the move of the area previously selected with the selection marquee. |
MoveStart | MoveEnd is called when user starts moving the area previously selected with the selection marquee. |
Paint | Paints data into a grid within the given bounds. |
Pick | Picks data from a grid given the coordinates of the cells. |
Rotate | Rotates all tiles on the grid brush with the given RotationDirection. |
Select | Select an area of a grid. |
Inherited Members
Properties
hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? |
name | The name of the object. |
Static Methods
Destroy | Removes a gameobject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Makes the object target not be destroyed automatically when loading a new scene. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsOfType | Returns a list of all active loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
CreateInstance | Creates an instance of a scriptable object. |
Operators
bool | Does the object exist? |
operator != | Compares if two objects refer to a different object. |
operator == | Compares two object references to see if they refer to the same object. |
Messages
Awake | This function is called when the ScriptableObject script is started. |
OnDestroy | This function is called when the scriptable object will be destroyed. |
OnDisable | This function is called when the scriptable object goes out of scope. |
OnEnable | This function is called when the object is loaded. |