public void ReturnTileInstance(TileInstanceObject tileInstance) { tileInstance.instance.SetActive(false); var tilePool = pool[tileInstance.id]; if (!tilePool.Contains(tileInstance)) { tilePool.Add(tileInstance); } }
public TileInstanceObject CreateTileInstance(int id) { var tile = tileset.LookupTile(id); var instance = tile.CreateTileInstance(); instance.transform.SetParent(tileParent); // Hide objects in editor #if UNITY_EDITOR // Disable picking so the tile mesh faces can be selected through the tile geometry SceneVisibilityManager.instance.DisablePicking(instance, true); // Hide the tile objects in the scene view instance.hideFlags = HideFlags.HideInHierarchy; #endif var instanceObj = new TileInstanceObject(id, instance); allTiles.Add(instanceObj); return(instanceObj); }