Class TileTemplate
Abstract Class used as a Template to create Tile Assets from Texture2D and Sprites.
Inherited Members
ScriptableObject.SetDirty()
ScriptableObject.CreateInstance<T>()
Object.GetEntityId()
Object.GetInstanceID()
Object.GetHashCode()
Object.InstantiateAsync<T>(T)
Object.InstantiateAsync<T>(T, Transform)
Object.InstantiateAsync<T>(T, Vector3, Quaternion)
Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)
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<T>(T)
Object.Instantiate<T>(T, Vector3, Quaternion)
Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
Object.Instantiate<T>(T, Transform)
Object.Destroy(Object)
Object.DestroyImmediate(Object)
Object.DontDestroyOnLoad(Object)
Object.DestroyObject(Object)
Object.FindObjectsOfType<T>()
Object.FindObjectsByType<T>(FindObjectsSortMode)
Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
Object.FindObjectOfType<T>()
Object.FindFirstObjectByType<T>()
Object.FindAnyObjectByType<T>()
Object.FindFirstObjectByType<T>(FindObjectsInactive)
Object.FindAnyObjectByType<T>(FindObjectsInactive)
Object.ToString()
Object.name
Object.hideFlags
Namespace: UnityEditor.Tilemaps
Assembly: Unity.2D.Tilemap.Editor.dll
Syntax
public abstract class TileTemplate : ScriptableObject
Methods
CreateTileAssets(Texture2D, IEnumerable<Sprite>, ref List<TileChangeData>)
Creates a List of TileBase Assets from Texture2D and Sprites with placement data onto a Tile Palette.
Declaration
public abstract void CreateTileAssets(Texture2D texture2D, IEnumerable<Sprite> sprites, ref List<TileChangeData> tilesToAdd)
Parameters
Type | Name | Description |
---|---|---|
Texture2D | texture2D | Texture2D to generate Tile Assets from. |
IEnumerable<Sprite> | sprites | Sprites to generate Tile Assets from. |
List<TileChangeData> | tilesToAdd | Tile Assets and placement data to generate. |