Version: 2022.1

Tilemap.GetCellCenterWorld

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public Vector3 GetCellCenterWorld (Vector3Int position);

参数

position 网格单元格位置。

返回

Vector3 Returns the center of the cell transformed into world space coordinates.

描述

Gets the logical center coordinate of a Grid cell in world space. The logical center for a cell of the Tilemap is defined by the Tile Anchor of the Tilemap.

In a rectangular grid layout, a call to GridLayout.CellToWorld with Vector3Int parameter returns a Vector3 coordinate that represents the lower left of the cell. This is mathematically correct, but in certain cases such as when instantiating a GameObject into the grid, you may prefer the center of the cell instead.

// Snap the GameObject to parent Tilemap center of cell
using UnityEngine;
using UnityEngine.Tilemaps;

public class ExampleClass : MonoBehaviour { void Start() { Tilemap tilemap = transform.parent.GetComponent<Tilemap>(); Vector3Int cellPosition = tilemap.WorldToCell(transform.position); transform.position = tilemap.GetCellCenterWorld(cellPosition); } }