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    Class RandomBrush

    This Brush helps to place random Tiles onto a Tilemap. Use this as an example to create brushes which store specific data per brush and to make brushes which randomize behaviour.

    Inheritance
    object
    Object
    ScriptableObject
    GridBrushBase
    GridBrush
    RandomBrush
    Inherited Members
    GridBrush.size
    GridBrush.pivot
    GridBrush.cells
    GridBrush.cellCount
    GridBrush.canChangeZPosition
    GridBrush.lastPickedCellLayout
    GridBrush.lastPickedCellSwizzle
    GridBrush.lastPickedCellSize
    GridBrush.lastPickedCellGap
    GridBrush.Init(Vector3Int)
    GridBrush.Init(Vector3Int, Vector3Int)
    GridBrush.Erase(GridLayout, GameObject, Vector3Int)
    GridBrush.BoxFill(GridLayout, GameObject, BoundsInt)
    GridBrush.BoxErase(GridLayout, GameObject, BoundsInt)
    GridBrush.FloodFill(GridLayout, GameObject, Vector3Int)
    GridBrush.Rotate(GridBrushBase.RotationDirection, GridLayout.CellLayout)
    GridBrush.Flip(GridBrushBase.FlipAxis, GridLayout.CellLayout)
    GridBrush.MoveStart(GridLayout, GameObject, BoundsInt)
    GridBrush.MoveEnd(GridLayout, GameObject, BoundsInt)
    GridBrush.Reset()
    GridBrush.UpdateSizeAndPivot(Vector3Int, Vector3Int)
    GridBrush.SetTile(Vector3Int, TileBase)
    GridBrush.SetMatrix(Vector3Int, Matrix4x4)
    GridBrush.SetColor(Vector3Int, Color)
    GridBrush.GetCellIndex(Vector3Int)
    GridBrush.GetCellIndex(int, int, int)
    GridBrush.GetCellIndex(int, int, int, int, int, int)
    GridBrush.GetCellIndexWrapAround(int, int, int)
    GridBrush.GetHashCode()
    GridBrushBase.Select(GridLayout, GameObject, BoundsInt)
    GridBrushBase.Move(GridLayout, GameObject, BoundsInt, BoundsInt)
    GridBrushBase.ChangeZPosition(int)
    GridBrushBase.ResetZPosition()
    ScriptableObject.SetDirty()
    ScriptableObject.CreateInstance(string)
    ScriptableObject.CreateInstance(Type)
    ScriptableObject.CreateInstance<T>()
    Object.GetInstanceID()
    Object.Equals(object)
    Object.InstantiateAsync<T>(T)
    Object.InstantiateAsync<T>(T, Transform)
    Object.InstantiateAsync<T>(T, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, int)
    Object.InstantiateAsync<T>(T, int, Transform)
    Object.InstantiateAsync<T>(T, int, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, int, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>)
    Object.InstantiateAsync<T>(T, int, Transform, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, int, Transform, Vector3, Quaternion, CancellationToken)
    Object.InstantiateAsync<T>(T, int, Transform, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>)
    Object.InstantiateAsync<T>(T, int, Transform, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>, CancellationToken)
    Object.InstantiateAsync<T>(T, InstantiateParameters, CancellationToken)
    Object.InstantiateAsync<T>(T, int, InstantiateParameters, CancellationToken)
    Object.InstantiateAsync<T>(T, Vector3, Quaternion, InstantiateParameters, CancellationToken)
    Object.InstantiateAsync<T>(T, int, Vector3, Quaternion, InstantiateParameters, CancellationToken)
    Object.InstantiateAsync<T>(T, int, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>, InstantiateParameters, CancellationToken)
    Object.Instantiate(Object, Vector3, Quaternion)
    Object.Instantiate(Object, Vector3, Quaternion, Transform)
    Object.Instantiate(Object)
    Object.Instantiate(Object, Scene)
    Object.Instantiate<T>(T, InstantiateParameters)
    Object.Instantiate<T>(T, Vector3, Quaternion, InstantiateParameters)
    Object.Instantiate(Object, Transform)
    Object.Instantiate(Object, Transform, bool)
    Object.Instantiate<T>(T)
    Object.Instantiate<T>(T, Vector3, Quaternion)
    Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
    Object.Instantiate<T>(T, Transform)
    Object.Instantiate<T>(T, Transform, bool)
    Object.Destroy(Object, float)
    Object.Destroy(Object)
    Object.DestroyImmediate(Object, bool)
    Object.DestroyImmediate(Object)
    Object.FindObjectsOfType(Type)
    Object.FindObjectsOfType(Type, bool)
    Object.FindObjectsByType(Type, FindObjectsSortMode)
    Object.FindObjectsByType(Type, FindObjectsInactive, FindObjectsSortMode)
    Object.DontDestroyOnLoad(Object)
    Object.DestroyObject(Object, float)
    Object.DestroyObject(Object)
    Object.FindSceneObjectsOfType(Type)
    Object.FindObjectsOfTypeIncludingAssets(Type)
    Object.FindObjectsOfType<T>()
    Object.FindObjectsByType<T>(FindObjectsSortMode)
    Object.FindObjectsOfType<T>(bool)
    Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
    Object.FindObjectOfType<T>()
    Object.FindObjectOfType<T>(bool)
    Object.FindFirstObjectByType<T>()
    Object.FindAnyObjectByType<T>()
    Object.FindFirstObjectByType<T>(FindObjectsInactive)
    Object.FindAnyObjectByType<T>(FindObjectsInactive)
    Object.FindObjectsOfTypeAll(Type)
    Object.FindObjectOfType(Type)
    Object.FindFirstObjectByType(Type)
    Object.FindAnyObjectByType(Type)
    Object.FindObjectOfType(Type, bool)
    Object.FindFirstObjectByType(Type, FindObjectsInactive)
    Object.FindAnyObjectByType(Type, FindObjectsInactive)
    Object.ToString()
    Object.name
    Object.hideFlags
    object.Equals(object, object)
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    Namespace: UnityEditor.Tilemaps
    Assembly: Unity.2D.Tilemap.Extras.Editor.dll
    Syntax
    [HelpURL("https://docs.unity3d.com/Packages/com.unity.2d.tilemap.extras@latest/index.html?subfolder=/manual/RandomBrush.html")]
    [CustomGridBrush(false, false, false, "Random Brush")]
    public class RandomBrush : GridBrush

    Fields

    addToRandomTiles

    A flag to determine if picking will add to existing RandomTileSets

    Declaration
    public bool addToRandomTiles
    Field Value
    Type Description
    bool

    pickRandomTiles

    A flag to determine if picking will add new RandomTileSets

    Declaration
    public bool pickRandomTiles
    Field Value
    Type Description
    bool

    randomTileChangeDataSets

    An array of RandomTileSets to choose from when randomizing

    Declaration
    public RandomBrush.RandomTileChangeDataSet[] randomTileChangeDataSets
    Field Value
    Type Description
    RandomTileChangeDataSet[]

    randomTileSetSize

    The size of a RandomTileSet

    Declaration
    public Vector3Int randomTileSetSize
    Field Value
    Type Description
    Vector3Int

    randomTileSets

    An array of RandomTileSets to choose from when randomizing

    Declaration
    public RandomBrush.RandomTileSet[] randomTileSets
    Field Value
    Type Description
    RandomTileSet[]

    Methods

    Paint(GridLayout, GameObject, Vector3Int)

    Paints RandomTileSets into a given position within the selected layers. The RandomBrush overrides this to provide randomized 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.

    Overrides
    GridBrush.Paint(GridLayout, GameObject, Vector3Int)

    Pick(GridLayout, GameObject, BoundsInt, Vector3Int)

    Picks RandomTileSets given the coordinates of the cells. The RandomBrush overrides this to provide picking functionality for RandomTileSets.

    Declaration
    public override void Pick(GridLayout gridLayout, GameObject brushTarget, BoundsInt bounds, Vector3Int pickStart)
    Parameters
    Type Name Description
    GridLayout gridLayout

    Grid to pick data from.

    GameObject brushTarget

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

    BoundsInt bounds

    The coordinates of the cells to paint data from.

    Vector3Int pickStart

    Pivot of the picking brush.

    Overrides
    GridBrush.Pick(GridLayout, GameObject, BoundsInt, Vector3Int)
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