Legacy Documentation: Version 2017.2 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

TileBase.RefreshTile

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public method RefreshTile(position: Vector3Int, tilemap: Tilemaps.ITilemap): void;
public void RefreshTile(Vector3Int position, Tilemaps.ITilemap tilemap);

Parameters

position Position of the Tile on the Tilemap.
tilemap The Tilemap the tile is present on.

Description

This method is called when the tile is refreshed.

Implement this and call Tilemap.RefreshTile on all affected tiles on the Tilemap including the tile at the given position to refresh them. This is also useful if the placement of a tile affects the properties of neighboring tiles.

no example available in JavaScript
using UnityEngine;
using UnityEngine.Tilemaps;

// Tile that displays a Sprite when it is alone and a different Sprite when it is orthogonally adjacent to the same NeighourTile [CreateAssetMenu] public class NeighbourTile : TileBase { public Sprite spriteA; public Sprite spriteB;

public override void RefreshTile(Vector3Int position, ITilemap tilemap) { for (int yd = -1; yd <= 1; yd++) { Vector3Int location = new Vector3Int(position.x, position.y + yd, position.z); if (IsNeighbour(location, tilemap)) tilemap.RefreshTile(location); } for (int xd = -1; xd <= 1; xd++) { Vector3Int location = new Vector3Int(position.x + xd, position.y, position.z); if (IsNeighbour(location, tilemap)) tilemap.RefreshTile(location); } }

public override void GetTileData(Vector3Int position, ITilemap tilemap, ref TileData tileData) { tileData.sprite = spriteA; for (int yd = -1; yd <= 1; yd += 2) { Vector3Int location = new Vector3Int(position.x, position.y + yd, position.z); if (IsNeighbour(location, tilemap)) tileData.sprite = spriteB; } for (int xd = -1; xd <= 1; xd += 2) { Vector3Int location = new Vector3Int(position.x + xd, position.y, position.z); if (IsNeighbour(location, tilemap)) tileData.sprite = spriteB; } }

private bool IsNeighbour(Vector3Int position, ITilemap tilemap) { TileBase tile = tilemap.GetTile(position); return (tile != null && tile == this); } }

Did you find this page useful? Please give it a rating: