The Tile
class is a simple class that allows a sprite to be rendered on the TilemapA GameObject that allows you to quickly create 2D levels using tiles and a grid overlay. More info
See in Glossary. 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__The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject's functionality is defined by the Components attached to it. [More info](class-GameObject.html)<span class="tooltipGlossaryLink">See in [Glossary](Glossary.html#GameObject)</span> 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 SpriteA 2D graphic objects. If you are used to working in 3D, Sprites are essentially just standard textures but there are special techniques for combining and managing sprite textures for efficiency and convenience during development. More info
See in Glossary 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.
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