// Clears all spawned instances, but retains the renderData object void ClearSpawnedInstances() { if (layers == null) { return; } BuilderUtil.HideTileMapPrefabs(this); for (int layerIdx = 0; layerIdx < layers.Length; ++layerIdx) { Layer layer = layers[layerIdx]; for (int chunkIdx = 0; chunkIdx < layer.spriteChannel.chunks.Length; ++chunkIdx) { var chunk = layer.spriteChannel.chunks[chunkIdx]; if (chunk.gameObject == null) { continue; } var transform = chunk.gameObject.transform; List <Transform> children = new List <Transform>(); for (int i = 0; i < transform.childCount; ++i) { children.Add(transform.GetChild(i)); } for (int i = 0; i < children.Count; ++i) { tk2dUtil.DestroyImmediate(children[i].gameObject); } } } }
public void BeginEditMode() { if (layers == null) { _inEditMode = true; return; } if (!_inEditMode) { _inEditMode = true; // Destroy all children // Only necessary when switching INTO edit mode BuilderUtil.HideTileMapPrefabs(this); SetPrefabsRootActive(false); } Build(BuildFlags.ForceBuild); }