TileBase
로부터 값을 상속받는 새 클래스(또는 Tile
과 같이 TileBase
의 유용한 하위 클래스)를 생성할 수 있습니다. 새 Tile
클래스에서 필수적인 메서드를 오버라이드할 수 있습니다. 일반적으로 다음과 같은 메서드를 오버라이드할 수 있습니다.
RefreshTile
은 타일이 타일맵에 추가될 때 주위의 어떤 타일이 업데이트될지 결정합니다.GetTileData
는 타일맵에 표시되는 타일의 모습을 결정합니다.ScriptableObject.CreateInstance<YOUR_TILE_CLASS>()
를 사용하여 새 클래스의 인스턴스를 생성할수 있습니다. 새 인스턴스를 에디터에서 에셋으로 전환하면 AssetDatabase.CreateAsset()
을 호출하여 인스턴스를 반복적으로 사용할 수 있습니다.
타일의 커스텀 에디터도 만들 수 있습니다. 이 에디터는 스크립트 가능한 오브젝트의 커스텀 에디터와 동일한 방법으로 사용할 수 있습니다.
새 타일 에셋을 저장하려면 반드시 프로젝트를 저장해야 합니다!
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