Parameter | Description |
---|---|
positionArray | An array of positions of Tiles on the Tilemap to refresh. |
Refreshes Tiles at the given xyz coordinates of cells in the Tilemap from the array.
using Unity.Collections; 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) { var refreshPositions = new NativeArray<Vector3Int>(5, Allocator.Temp); var i = 0; for (int yd = -1; yd <= 1; yd += 2) { Vector3Int location = new Vector3Int(position.x, position.y + yd, position.z); refreshPositions[i++] = location; } for (int xd = -1; xd <= 1; xd += 2) { Vector3Int location = new Vector3Int(position.x + xd, position.y, position.z); refreshPositions[i++] = location; } refreshPositions[i] = position; tilemap.RefreshTiles(refreshPositions); }
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); } }