docs.unity3d.com
    Show / Hide Table of Contents

    Class PrefabRandomBrush

    This Brush instances and places a randomly selected Prefabs onto the targeted location and parents the instanced object to the paint target. Use this as an example to quickly place an assorted type of GameObjects onto structured locations.

    Inheritance
    Object
    GridBrush
    BasePrefabBrush
    PrefabRandomBrush
    Inherited Members
    BasePrefabBrush.m_Anchor
    BasePrefabBrush.GetObjectsInCell(GridLayout, Transform, Vector3Int)
    BasePrefabBrush.InstantiatePrefabInCell(GridLayout, GameObject, Vector3Int, GameObject, Quaternion)
    UnityEditor.Tilemaps.GridBrush.Init(UnityEngine.Vector3Int)
    UnityEditor.Tilemaps.GridBrush.Init(UnityEngine.Vector3Int, UnityEngine.Vector3Int)
    UnityEditor.Tilemaps.GridBrush.BoxFill(UnityEngine.GridLayout, UnityEngine.GameObject, UnityEngine.BoundsInt)
    UnityEditor.Tilemaps.GridBrush.BoxErase(UnityEngine.GridLayout, UnityEngine.GameObject, UnityEngine.BoundsInt)
    UnityEditor.Tilemaps.GridBrush.FloodFill(UnityEngine.GridLayout, UnityEngine.GameObject, UnityEngine.Vector3Int)
    UnityEditor.Tilemaps.GridBrush.Rotate(UnityEngine.GridBrushBase.RotationDirection, UnityEngine.GridLayout.CellLayout)
    UnityEditor.Tilemaps.GridBrush.Flip(UnityEngine.GridBrushBase.FlipAxis, UnityEngine.GridLayout.CellLayout)
    UnityEditor.Tilemaps.GridBrush.Pick(UnityEngine.GridLayout, UnityEngine.GameObject, UnityEngine.BoundsInt, UnityEngine.Vector3Int)
    UnityEditor.Tilemaps.GridBrush.MoveStart(UnityEngine.GridLayout, UnityEngine.GameObject, UnityEngine.BoundsInt)
    UnityEditor.Tilemaps.GridBrush.MoveEnd(UnityEngine.GridLayout, UnityEngine.GameObject, UnityEngine.BoundsInt)
    GridBrush.Reset()
    UnityEditor.Tilemaps.GridBrush.UpdateSizeAndPivot(UnityEngine.Vector3Int, UnityEngine.Vector3Int)
    UnityEditor.Tilemaps.GridBrush.SetTile(UnityEngine.Vector3Int, UnityEngine.Tilemaps.TileBase)
    UnityEditor.Tilemaps.GridBrush.SetMatrix(UnityEngine.Vector3Int, UnityEngine.Matrix4x4)
    UnityEditor.Tilemaps.GridBrush.SetColor(UnityEngine.Vector3Int, UnityEngine.Color)
    UnityEditor.Tilemaps.GridBrush.GetCellIndex(UnityEngine.Vector3Int)
    GridBrush.GetCellIndex(Int32, Int32, Int32)
    GridBrush.GetCellIndex(Int32, Int32, Int32, Int32, Int32, Int32)
    GridBrush.GetCellIndexWrapAround(Int32, Int32, Int32)
    GridBrush.GetHashCode()
    GridBrush.size
    GridBrush.pivot
    GridBrush.cells
    GridBrush.cellCount
    UnityEditor.Tilemaps.GridBrush.canChangeZPosition
    Namespace: UnityEditor.Tilemaps
    Syntax
    [CustomGridBrush(false, true, false, "Prefab Random Brush")]
    public class PrefabRandomBrush : BasePrefabBrush

    Methods

    Erase(GridLayout, GameObject, Vector3Int)

    If "Erase Any Objects" is true, erases any GameObjects that are in a given position within the selected layers. If "Erase Any Objects" is false, erases only GameObjects that are created from owned Prefab in a given position within the selected layers. The PrefabRandomBrush overrides this to provide Prefab erasing functionality.

    Declaration
    public override void Erase(GridLayout grid, GameObject brushTarget, Vector3Int position)
    Parameters
    Type Name Description
    GridLayout grid

    Grid used for layout.

    GameObject brushTarget

    Target of the erase operation. By default the currently selected GameObject.

    Vector3Int position

    The coordinates of the cell to erase data from.

    Paint(GridLayout, GameObject, Vector3Int)

    Paints GameObject from containg Prefabs with randomly into a given position within the selected layers. The PrefabRandomBrush overrides this to provide Prefab painting functionality.

    Declaration
    public override void Paint(GridLayout grid, GameObject brushTarget, Vector3Int position)
    Parameters
    Type Name Description
    GridLayout grid

    Grid used for layout.

    GameObject brushTarget

    Target of the paint operation. By default the currently selected GameObject.

    Vector3Int position

    The coordinates of the cell to paint data to.

    Back to top
    Copyright © 2023 Unity Technologies — Terms of use
    • Legal
    • Privacy Policy
    • Cookies
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)
    "Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
    Generated by DocFX on 18 October 2023