tk2dTileMap Class Reference

Tile Map. More...

Inherits tk2dRuntime.ISpriteCollectionForceBuild.

List of all members.

Public Member Functions

void Build ()
 Builds the tilemap. Call this after using the SetTile functions to rebuild the affected partitions. Build only rebuilds affected partitions and is efficent enough to use at runtime if you don't use Unity colliders. Avoid building tilemaps every frame if you use Unity colliders as it will likely be too slow for runtime use.
void ForceBuild ()
 Like T:Build above, but forces a build of all partitions.
bool GetTileAtPosition (Vector3 position, out int x, out int y)
 Gets the tile coordinate at position. This can be used to obtain tile or color data explicitly from layers Returns true if the position is within the tilemap bounds.
bool GetTileFracAtPosition (Vector3 position, out float x, out float y)
 Gets the tile coordinate at position. This can be used to obtain tile or color data explicitly from layers The fractional value returned is the fraction into the current tile Returns true if the position is within the tilemap bounds.
Vector3 GetTilePosition (int x, int y)
 Returns the tile position in world space.
int GetTileIdAtPosition (Vector3 position, int layer)
 Gets the tile at position. This can be used to obtain tile data, etc -1 = no data or empty tile.
tk2dRuntime.TileMap.TileInfo GetTileInfoForTileId (int tileId)
 Returns the tile info chunk for the tile. Use this to store additional metadata.
Color GetInterpolatedColorAtPosition (Vector3 position)
 Gets the tile at position. This can be used to obtain tile data, etc -1 = no data or empty tile.
int GetTile (int x, int y, int layer)
 Gets the tile on a layer at x, y.
tk2dTileFlags GetTileFlags (int x, int y, int layer)
 Gets the tile flags on a layer at x, y.
void SetTile (int x, int y, int layer, int tile)
 Sets the tile on a layer at x, y - either a sprite Id or -1 if the tile is empty.
void SetTileFlags (int x, int y, int layer, tk2dTileFlags flags)
 Sets the tile flags on a layer at x, y - a combination of tk2dTileFlags.
void ClearTile (int x, int y, int layer)
 Clears the tile on a layer at x, y.

Public Attributes

string editorDataGUID = ""
 This is a link to the editor data object (tk2dTileMapEditorData). It contains presets, and other data which isn't really relevant in game.
tk2dTileMapData data
 Tile map data, stores shared parameters for tilemaps.
GameObject renderData
 Tile map render and collider object.
int width = 128
 Width of the tilemap.
int height = 128
 Height of the tilemap.
int partitionSizeX = 32
 X axis partition size for this tilemap.
int partitionSizeY = 32
 Y axis partition size for this tilemap.

Properties

Layer[] Layers [get, set]
 Gets or sets the layers.
ColorChannel ColorChannel [get, set]
 Gets or sets the color channel.
GameObject PrefabsRoot [get, set]
 Gets or sets the prefabs root.

Detailed Description

Tile Map.


Member Function Documentation

Builds the tilemap. Call this after using the SetTile functions to rebuild the affected partitions. Build only rebuilds affected partitions and is efficent enough to use at runtime if you don't use Unity colliders. Avoid building tilemaps every frame if you use Unity colliders as it will likely be too slow for runtime use.

void tk2dTileMap.ClearTile ( int  x,
int  y,
int  layer 
)

Clears the tile on a layer at x, y.

Like T:Build above, but forces a build of all partitions.

Color tk2dTileMap.GetInterpolatedColorAtPosition ( Vector3  position)

Gets the tile at position. This can be used to obtain tile data, etc -1 = no data or empty tile.

int tk2dTileMap.GetTile ( int  x,
int  y,
int  layer 
)

Gets the tile on a layer at x, y.

Returns:
The tile - either a sprite Id or -1 if the tile is empty.
bool tk2dTileMap.GetTileAtPosition ( Vector3  position,
out int  x,
out int  y 
)

Gets the tile coordinate at position. This can be used to obtain tile or color data explicitly from layers Returns true if the position is within the tilemap bounds.

tk2dTileFlags tk2dTileMap.GetTileFlags ( int  x,
int  y,
int  layer 
)

Gets the tile flags on a layer at x, y.

Returns:
The tile flags - a combination of tk2dTileFlags
bool tk2dTileMap.GetTileFracAtPosition ( Vector3  position,
out float  x,
out float  y 
)

Gets the tile coordinate at position. This can be used to obtain tile or color data explicitly from layers The fractional value returned is the fraction into the current tile Returns true if the position is within the tilemap bounds.

int tk2dTileMap.GetTileIdAtPosition ( Vector3  position,
int  layer 
)

Gets the tile at position. This can be used to obtain tile data, etc -1 = no data or empty tile.

tk2dRuntime.TileMap.TileInfo tk2dTileMap.GetTileInfoForTileId ( int  tileId)

Returns the tile info chunk for the tile. Use this to store additional metadata.

Vector3 tk2dTileMap.GetTilePosition ( int  x,
int  y 
)

Returns the tile position in world space.

void tk2dTileMap.SetTile ( int  x,
int  y,
int  layer,
int  tile 
)

Sets the tile on a layer at x, y - either a sprite Id or -1 if the tile is empty.

void tk2dTileMap.SetTileFlags ( int  x,
int  y,
int  layer,
tk2dTileFlags  flags 
)

Sets the tile flags on a layer at x, y - a combination of tk2dTileFlags.


Member Data Documentation

tk2dTileMapData tk2dTileMap.data

Tile map data, stores shared parameters for tilemaps.

This is a link to the editor data object (tk2dTileMapEditorData). It contains presets, and other data which isn't really relevant in game.

int tk2dTileMap.height = 128

Height of the tilemap.

X axis partition size for this tilemap.

Y axis partition size for this tilemap.

Tile map render and collider object.

int tk2dTileMap.width = 128

Width of the tilemap.


Property Documentation

Gets or sets the color channel.

Layer [] tk2dTileMap.Layers [get, set]

Gets or sets the layers.

GameObject tk2dTileMap.PrefabsRoot [get, set]

Gets or sets the prefabs root.