The Tile
class is a simple class that allows a sprite to be rendered on the Tilemap. Tile inherits from TileBase
. The following is a description of the methods that are overridden to have the Tile’s behaviour.
public Sprite sprite;
public Color color = Color.white;
public Matrix4x4 transform = Matrix4x4.identity;
public GameObject gameobject = null;
public TileFlags flags = TileFlags.LockColor;
public ColliderType colliderType = ColliderType.Sprite;
These are the default properties of a Tile. If the Tile was created by dragging and dropping a Sprite onto the Tilemap Palette, the Tile would have the Sprite property set as the sprite that was dropped in. You may adjust the properties of the Tile instance to get the Tile required.
public void RefreshTile(Vector3Int location, ITilemap tilemap)
This is not overridden from TileBase
. By default, it only refreshes the Tile at that location.
public override void GetTileData(Vector3Int location, ITilemap tilemap, ref TileData tileData)
{
tileData.sprite = this.sprite;
tileData.color = this.color;
tileData.transform = this.transform;
tileData.gameobject = this.gameobject;
tileData.flags = this.flags;
tileData.colliderType = this.colliderType;
}
This fills in the required information for Tilemap to render the Tile by copying the properties of the Tile instance into tileData
.
public bool GetTileAnimationData(Vector3Int location, ITilemap tilemap, ref TileAnimationData tileAnimationData)
This is not overridden from TileBase. By default, the Tile class does not run any Tile animation and returns false.
public bool StartUp(Vector3Int location, ITilemap tilemap, GameObject go)
This is not overridden from TileBase
. By default, the Tile
class does not have any special start up functionality. If tileData.gameobject
is set, the Tilemap still instantiates it on start up and place it at the location of the Tile.