/// <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;
 }
Example #2
0
			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;
			}
Example #3
0
        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;
            }
        }
Example #4
0
            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;
                }
            }
Example #5
0
            /// <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;
                }
            }
Example #6
0
            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;
                }
            }
Example #7
0
            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;
                }
            }