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    Namespace Unity.Tilemaps.Experimental

    Classes

    AnimatedEntityIdTile

    Animated Tiles are tiles which run through and display a list of sprites in sequence.

    AutoEntityIdTile

    Tile using AutoTiling mask and rules

    EntityIdTile

    A default Tile to be placed in a Tilemap, using EntityId to reference managed Unity Objects. This is the Entity Id Tile equivalent for Tile.

    EntityIdTileBase

    Base abstract class for all Entity Id Tiles used by a Tilemap. In order for a custom Tile to use Unity Jobs and Burst by a Tilemap, the custom Tile must be derived from EntityIdTileBase or other Tiles which derive from EntityIdTileBase.

    GridUtility

    Static utility class providing Grid coordinate conversions. All methods are Burst-compatible and can be used in Unity Jobs.

    HexagonalRuleEntityIdTile

    Generic visual tile for creating different tilesets like terrain, pipeline, random or animated tiles. Use this for Hexagonal Grids.

    IsometricRuleEntityIdTile

    Generic visual tile for creating different tilesets like terrain, pipeline, random or animated tiles.

    RuleEntityIdTile

    Generic visual tile for creating different tilesets like terrain, pipeline, random or animated tiles.

    RuleEntityIdTile.DontOverride

    Attribute which marks a property which cannot be overridden by a RuleOverrideTile

    RuleEntityIdTile.TilingRule

    The data structure holding the Rule information for matching Rule Tiles with its neighbors.

    RuleEntityIdTile.TilingRuleOutput

    The data structure holding the Rule information for matching Rule Tiles with its neighbors.

    RuleEntityIdTile.TilingRuleOutput.Neighbor

    The enumeration for matching Neighbors when matching Rule Tiles

    RuleMatchSerializable

    A Serializable class for storing Rule Match information for RuleEntityIdTile

    Vector3IntExtensions

    Extension helper functions for converting Vector3Int to int3 and vice versa

    Structs

    GridData

    Blittable representation of a Grid component's dimensional data, suitable for use inside Burst-compiled Jobs where managed GridLayout references cannot be accessed. A GridData stores the layout of the grid and provides the data required to convert between cell space and local space.

    HexagonalRuleEntityIdTile.HexagonalRuleEntityIdTileDataStruct

    Data struct for HexagonalRuleEntityIdTile to be used in Unity Jobs

    RuleEntityIdTile.RuleEntityIdTileDataStruct

    Data struct for RuleEntityIdTile to be used in Unity Jobs

    RuleMatchInput

    Data struct containing Rule Match Input

    RuleMatchOutput

    Data struct containing Rule Match Output

    TilemapDataStruct

    Struct containing Tilemap information for use in jobs to get Tile data

    TilemapRefreshStruct

    Struct containing Tilemap information for use in jobs to refresh Tiles

    Enums

    AutoEntityIdTile.AutoTileMaskType

    MaskType for AutoTile

    GridData.Layout

    The layout of cells in the Grid. Determines how positions are converted between cell space and local space. Values match GridLayout.

    GridData.Swizzle

    The swizzle order applied to Grid cell positions. Remaps how cell coordinates are arranged across the X, Y, and Z axes. Values match GridLayout.

    RuleMatchSerializable.OutputSprite

    The Output for the Tile which fits this Rule.

    RuleMatchSerializable.TransformMatch

    The enumeration for the transform rule used when matching Rule Tiles.

    Delegates

    EntityIdTileBase.GetTileAnimationDataJobDelegate

    The delegate called by Tilemap using Unity Jobs to get Tile Animation Data from Tiles

    EntityIdTileBase.GetTileDataJobDelegate

    The delegate called by Tilemap using Unity Jobs to get Tile Data from Tiles

    EntityIdTileBase.RefreshTileJobDelegate

    The delegate called by Tilemap using Unity Jobs to refresh Tiles

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