private void PlaceTileAsTile(GameObject goTilemap, Tilemap tilemap, TilemapRenderer tilemapRenderer, SuperTile tile, TileIdMath tileId, Vector3Int pos3) { // Burn our layer index into the z component of the tile position // This allows us to support Tilemaps being shared by groups pos3.z = RendererSorter.CurrentTileZ; if (SuperImportContext.LayerIgnoreMode != LayerIgnoreMode.Visual) { // Set the tile (sprite, transform matrix, flags) tilemap.SetTile(pos3, tile); tilemap.SetTransformMatrix(pos3, tile.GetTransformMatrix(tileId.FlipFlags, m_MapComponent.m_Orientation)); #if UNITY_2018_3_OR_NEWER if (tilemapRenderer.mode == TilemapRenderer.Mode.Individual) { // Each tile color must be set individually tilemap.SetColor(pos3, tilemap.color); } #endif tilemap.SetTileFlags(pos3, TileFlags.LockAll); } if (SuperImportContext.LayerIgnoreMode != LayerIgnoreMode.Collision) { // Do we have any colliders on the tile to be gathered? m_CurrentCollisionBuilder.PlaceTileColliders(m_MapComponent, tile, tileId, pos3); } }
private void PlaceTileAsTile(GameObject goTilemap, SuperTile tile, TileIdMath tileId, Vector3Int pos3) { var tilemap = goTilemap.GetComponent <Tilemap>(); tilemap.SetTile(pos3, tile); // Do we have any colliders on the tile to be gathered? m_CurrentCollisionBuilder.PlaceTileColliders(tile, tileId, pos3); }
private void PlaceTileAsTile(GameObject goTilemap, SuperTile tile, TileIdMath tileId, Vector3Int pos3) { // Burn our layer index into the z component of the tile position // This allows us to support Tilemaps being shared by groups pos3.z = RendererSorter.CurrentTileZ; // Set the tile (sprite, transform matrix, flags) var tilemap = goTilemap.GetComponentInParent <Tilemap>(); tilemap.SetTile(pos3, tile); tilemap.SetTransformMatrix(pos3, tile.GetTransformMatrix(tileId.FlipFlags)); tilemap.SetTileFlags(pos3, TileFlags.LockAll); // Do we have any colliders on the tile to be gathered? m_CurrentCollisionBuilder.PlaceTileColliders(m_MapComponent, tile, tileId, pos3); }
private void PlaceTileAsTile(GameObject goTilemap, SuperTile tile, TileIdMath tileId, Vector3Int pos3) { // Burn our layer index into the z component of the tile position // This is needed for when using a custom sort axis pos3.z = m_TileLayerCounter; // Set the flip data var tilemapData = goTilemap.GetComponentInParent <TilemapData>(); tilemapData.SetFlipFlags(pos3, tileId.FlipFlags); // Set the tile var tilemap = goTilemap.GetComponentInParent <Tilemap>(); tilemap.SetTile(pos3, tile); // Do we have any colliders on the tile to be gathered? m_CurrentCollisionBuilder.PlaceTileColliders(m_MapComponent, tile, tileId, pos3); }