The Tilemap will retrieve the rendering data, animation data and other data for the Tile and update all relevant components.
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); } }
Refer to Scriptable Tiles and Tilemap for more information.