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