/// <summary> /// Constructor for Tiling Rule. This defaults to a Single Output. /// </summary> public TilingRule() { m_Output = OutputSprite.Single; m_Sprites = new Sprite[1]; m_GameObject = null; m_AnimationSpeed = 1f; m_PerlinScale = 0.5f; m_ColliderType = Tile.ColliderType.Sprite; }
public TilingRule() { m_Output = OutputSprite.Single; m_Neighbors = new Neighbor[8]; m_Sprites = new Sprite[1]; m_AnimationSpeed = 1f; m_PerlinScale = 0.5f; m_ColliderType = Tile.ColliderType.Sprite; for(int i=0; i<m_Neighbors.Length; i++) m_Neighbors[i] = Neighbor.DontCare; }
public TilingRule(Tile.ColliderType defaultColliderType) { output = OutputSprite.Single; neighbours = new Neighbour[8]; // top left, top mid, top right, mid left, etc. sprites = new Sprite[1]; perlinScale = 0.5f; colliderType = defaultColliderType; for (int i = 0; i < neighbours.Length; i++) { neighbours[i] = Neighbour.DontCare; } }
public TilingRule() { m_Output = OutputSprite.Single; m_Neighbors = new Neighbor[NeighborCount]; m_Sprites = new Sprite[1]; m_AnimationSpeed = 1f; m_PerlinScale = 0.5f; for (int i = 0; i < m_Neighbors.Length; i++) { m_Neighbors[i] = Neighbor.DontCare; } }
/// <summary> /// Constructor for Tiling Rule. This defaults to a Single Output. /// </summary> public TilingRule() { m_Output = OutputSprite.Single; m_Neighbors = new int[NeighborCount]; m_Sprites = new Sprite[1]; m_AnimationSpeed = 1f; m_ColliderType = Tile.ColliderType.Sprite; for (var i = 0; i < m_Neighbors.Length; i++) { m_Neighbors[i] = Neighbor.DontCare; } }
public TilingRule() { output = OutputSprite.Single; neighbors = new Neighbor[8]; sprites = new Sprite[1]; animationSpeed = 1f; perlinScale = 0.5f; colliderType = Tile.ColliderType.None; for (int i = 0; i < neighbors.Length; i++) { neighbors[i] = Neighbor.DontCare; } }
public TilingRule() { m_Output = OutputSprite.Single; m_Neighbors = new int[NeighborCount]; m_Sprites = new Sprite[1]; m_GameObject = null; m_AnimationSpeed = 1f; m_PerlinScale = 0.5f; m_ColliderType = Tilemaps.Tile.ColliderType.Sprite; for (int i = 0; i < m_Neighbors.Length; i++) { m_Neighbors[i] = Neighbor.DontCare; } }