All tiles added to a TilemapA GameObject that allows you to quickly create 2D levels using tiles and a grid overlay. More info
See in Glossary component must inherit from TileBase
. TileBase
provides a tilemap with a fixed set of APIs to communicate its rendering properties. For most cases of the APIs, the location of the tile and the instance of the tilemap the tile is placed on is passed in as arguments of the API. You can use this to find any required attributes for setting the tile information.
public void RefreshTile(Vector3Int location, ITilemap tilemap)
RefreshTile
determines which tiles in the vicinity are updated as this tile is added to the tilemap. By default, the TileBase
calls tilemap.RefreshTile(location)
to refresh the tile at the current location. Override this to determine which tiles need to be refreshed due to the placement of the new tile.
Example: There is a straight road, and you place a RoadTile
next to it. The straight road isn’t valid anymore. It needs a T-section instead. Unity doesn’t automatically know what needs to be refreshed, so RoadTile
needs to trigger the refresh onto itself, but also onto the neighboring road.
public void GetTileData(Vector3Int location, ITilemap tilemap, ref TileData tileData)
GetTileData
determines what the tile looks like on the tilemap. See TileData
below for more details.
public bool GetTileAnimationData(Vector3Int location, ITilemap tilemap, ref TileAnimationData tileAnimationData)
GetTileAnimationData
determines whether or not the tile is animated. Return true if there is an animation for the tile, other returns false if there isn’t.
public bool StartUp(Vector3Int location, ITilemap tilemap, GameObject go)
StartUp
is called for each tile when the tilemap updates for the first time. You can run any start up logic for Tiles on the Tilemap if necessary. The argument go
is the instanced version of the object passed in as gameobjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary when GetTileData
was called. You may update go
as necessary as well.
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