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Default built-in brush for painting or erasing tiles and/or gamobjects on a grid.
Default brush is meant for two things: Authoring GameObjects on a grid and authoring tiles on a grid. It can be used for both at the same time if necessary. Basically the default brush allows you to pick and paste tiles and GameObjects from one area to another.
Tiles in a tilemap are considered to be active for brush editing if a GameObject with Tilemap is currently selected. GameObjects are considered to be active for brush editing if their parent GameObject is currently selected.
For example: A new default brush with size of 2x3 is generated as a result of scene view picking operation. The new instance contains six cells (BrushCell) and the cells are fed with tiles & GameObjects from the picking area.
Later when this brush is used in a painting operation, all the tiles and GameObjects contained in the cells are set/cloned into a new scene position.
When creating custom brushes, it is recommended to inherit GridBrushBase by default. Inheriting GridBrush is possible when similar functionality is required, but extending it has its limits compared to base class.
It is also possible to replace the default GridBrush from the Tile Palette brush list completely by using the GridDefaultBrush attribute on one of your custom brushes and promote it to become a new default brush of the project. This is useful when higher level brush can operate as a default and protect designers from accidentally using the built-in one.
|cellCount||Number of brush cells in the brush.|
|cells||All the brush cells the brush holds.|
|pivot||Pivot of the brush.|
|size||Size of the brush in cells.|
|BoxErase||Erases tiles and GameObjects from given bounds within the selected layers.|
|BoxFill||Box fills tiles and GameObjects into given bounds within the selected layers.|
|Erase||Erases tiles and GameObjects in a given position within the selected layers.|
|Flip||Flips the brush in the given axis.|
|FloodFill||Flood fills tiles and GameObjects starting from a given position within the selected layers.|
|GetCellIndex||Gets the index to the GridBrush.BrushCell based on the position of the BrushCell.|
|GetCellIndexWrapAround||Gets the index to the GridBrush.BrushCell based on the position of the BrushCell. Wraps each coordinate if it is larger than the size of the GridBrush.|
|Init||Initializes the content of the GridBrush.|
|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 tiles and GameObjects into a given position within the selected layers.|
|Pick||Picks tiles from selected tile maps and child GameObjects, given the coordinates of the cells.|
|Reset||Clear all data of the brush.|
|Rotate||Rotates the brush by 90 degrees in the given direction.|
|SetColor||Sets a tint color at the position in the brush.|
|SetMatrix||Sets a transform matrix at the position in the brush. This matrix is used specifically for tiles on a Tilemap and not GameObjects of the brush cell.|
|SetTile||Sets a Tile at the position in the brush.|
|UpdateSizeAndPivot||Updates the size, pivot and the number of layers of the brush.|
|hideFlags||Should the object be hidden, saved with the scene or modifiable by the user?|
|name||The name of the object.|
|Move||Move is called when user moves the area previously selected with the selection marquee.|
|Select||Select an area of a grid.|
|GetInstanceID||Returns the instance id of the object.|
|ToString||Returns the name of the GameObject.|
|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.|
|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.|
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