private void Start() { tileRenderer = GetComponent <TilemapRenderer>(); tileCollider = GetComponent <TilemapCollider2D>(); player.OnJump.AddListener(Switch); }
private void Init(bool isEditor = false) { if (_isInitialized) { return; } _eventsMap = GetComponent <Tilemap>(); _lastMapBounds = _eventsMap.cellBounds; _eventsRenderer = GetComponent <TilemapRenderer>(); // エディターじゃない場合は隠す if (!isEditor) { _eventsRenderer.sortingLayerName = "Default"; _eventsRenderer.sortingOrder = -9999; } _eventsCollider = GetComponent <TilemapCollider2D>(); // イベントマップがプレイヤーの移動をブロックしなくなる _eventsCollider.isTrigger = true; _isInitialized = true; }
void Start() { //hämtar komponenten CompositeCollider2D hos föräldern och ger cc det värdet cc = GetComponentInParent <CompositeCollider2D>(); //hämtar komponenten TilemapRenderer hos föräldern och ger tmRend det värdet tmRend = GetComponentInParent <TilemapRenderer>(); }
// Start is called before the first frame update void Start() { floorTiles = GameObject.Find("SecretTilemap").GetComponent <TilemapRenderer>(); catSprite = GameObject.Find("cat").GetComponent <SpriteRenderer>(); floorTiles.enabled = false; catSprite.enabled = false; }
private void OnTriggerEnter2D(Collider2D collision) { tilemapRenderer = GetComponent <TilemapRenderer>(); if (collision.gameObject.CompareTag("Player")) { SetActiveRoof(false); } }
private void Start() { MyTileMap = transform.parent.parent.GetComponent<Tilemap>(); tilemapRenderer = transform.parent.parent.GetComponent<TilemapRenderer>(); defaultColor = MyTileMap.color; fadedColor = defaultColor; fadedColor.a = 0.7f; }
/// <summary> /// Instanciate new layer on grid /// </summary> public GridLayer(string _name, Transform _gridParent, int _sortingOrder) { GameObject gameObject = new GameObject(_name); gameObject.transform.SetParent(_gridParent); m_tilemap = gameObject.AddComponent <Tilemap>(); m_tilemapRenderer = gameObject.AddComponent <TilemapRenderer>(); m_tilemapRenderer.sortingOrder = _sortingOrder; }
// Use this for initialization void Start() { tc2d = GetComponent <TilemapCollider2D>(); tmr = GetComponent <TilemapRenderer>(); bossScript = GameObject.FindGameObjectWithTag("FinalBoss").GetComponent <FinalBossScript>(); camera = Camera.main.gameObject.GetComponent <CameraScript>(); }
internal Level(Transform transform) { _transform = transform; Grid grid = transform.GetComponent <Grid>(); _tilemap = grid.GetComponentInChildren <Tilemap>(); _tilemapRenderer = grid.GetComponentInChildren <TilemapRenderer>(); }
// Start is called before the first frame update void Start() { renderer1 = Dimension1.GetComponent <TilemapRenderer>(); renderer2 = Dimension2.GetComponent <TilemapRenderer>(); collider1 = Dimension1.GetComponent <CompositeCollider2D>(); collider2 = Dimension2.GetComponent <CompositeCollider2D>(); GrayscaleToggle(renderer2, collider2); audioSource = GetComponent <AudioSource>(); }
// Start is called before the first frame update void Start() { base.Start(); StartPos = transform.position; // start position to return it there when knight dies. FullReset(); played = false; audioreset = false; GateRenderer = Gate.GetComponent <TilemapRenderer>(); GateCollider = Gate.GetComponent <TilemapCollider2D>(); }
void Start() { tr = GetComponent <TilemapRenderer>(); box = GetComponent <TilemapCollider2D>(); PlayerControl1.Instance.swap.OnSwap += HandleSwap; if (!worldOne) { Hide(); } }
private void Awake() { TilemapRenderer renderer = GetComponent <TilemapRenderer>(); if (renderer == null) { return; } renderer.enabled = false; }
// Start is called before the first frame update void Start() { bps = bpm / 60f; secondsPerBeat = 1 / bps; offsetTime = beatOffset * secondsPerBeat; tmr = this.GetComponent <TilemapRenderer>(); mat = tmr.material; mat.SetFloat("_Frequency", 0); }
public string AssignTilemapSort(TilemapRenderer renderer) { var go = renderer.gameObject; SortingLayerCheck(go); renderer.sortingLayerName = m_CurrentSortLayerName; renderer.sortingOrder = m_CurrentSortOrder; return(m_CurrentSortLayerName); }
public override bool Convert(ConvertOperation convert) { // If we already have a renderer in the result set, consider generating // a tilemap to be not the right course of action. if (convert.Result.OfType <ICmpRenderer>().Any()) { return(false); } List <object> results = new List <object>(); List <Tileset> availData = convert.Perform <Tileset>().ToList(); // Generate objects foreach (Tileset tileset in availData) { if (convert.IsObjectHandled(tileset)) { continue; } // Retrieve previously generated GameObjects and Tilemaps for re-use GameObject gameobj = convert.Result.OfType <GameObject>().FirstOrDefault(); Tilemap tilemap = convert.Result.OfType <Tilemap>().FirstOrDefault(); TilemapRenderer tilemapRenderer = convert.Result.OfType <TilemapRenderer>().FirstOrDefault(); if (tilemap == null && gameobj != null) { tilemap = gameobj.GetComponent <Tilemap>(); } // Create a new Tilemap (and TilemapRenderer) if none did exist before if (tilemap == null) { tilemap = new Tilemap(); TilemapsSetupUtility.SetupTilemap(tilemap, tileset); // Add a renderer for this Tilemap to the result list, if there was none before if (tilemapRenderer == null) { results.Add(new TilemapRenderer()); } } // Configure the Tilemap according to the Tileset we're converting tilemap.Tileset = tileset; // Add the Tilemap to our result set results.Add(tilemap); convert.SuggestResultName(tilemap, tileset.Name); convert.MarkObjectHandled(tileset); } convert.AddResult(results); return(false); }
private void Awake() { grid = transform.parent.GetComponent <Grid>(); if (!grid) { Debug.LogError("[TilemapPrefabricator]: must have a Grid parent"); } tilemap = GetComponent <Tilemap>(); tilemapRenderer = GetComponent <TilemapRenderer>(); instantiatedPrefabs = new List <GameObject>(); }
void ChangeLayerOpacity(GameObject layerRoot, float opaqueness) { // Get all tilemap renderer components in all the children of the layerRoot gameObject TilemapRenderer[] tilemapRenderers = layerRoot.GetComponentsInChildren <TilemapRenderer>(); // for every tilemapRender component, set its material's "tint color" to be transparent (specifie by the opaqueness arguement) for (int i = 0, tilemapRenderersLength = tilemapRenderers.Length; i < tilemapRenderersLength; i++) { TilemapRenderer mapRenderer = tilemapRenderers[i]; mapRenderer.material.color = new Color(mapRenderer.material.color.r, mapRenderer.material.color.g, mapRenderer.material.color.b, opaqueness); } }
// Start is called before the first frame update void Awake() { //creates Tilemap hiearchy as if you created it in Unity inspector layer = new GameObject("Stage Layer"); grid = layer.AddComponent <Grid>(); grid.cellSize = new Vector3(1.0f / 3.0f, 1.0f / 3.0f, 0.0f); roomLayer = new GameObject("Stage Grid"); rooms = roomLayer.AddComponent <Tilemap>(); renderer = roomLayer.AddComponent <TilemapRenderer>(); roomLayer.transform.parent = layer.transform; }
void Awake() { me = this; //Have to set the floor to recive shadows here because it won't let us in the inspector floor.gameObject.GetComponent <TilemapRenderer> ().receiveShadows = true; calculateLighting(); TilemapRenderer t = lighting.gameObject.GetComponent <TilemapRenderer> (); //lighting.transform.position = new Vector3 (lighting.transform.position.x - 0.2f, lighting.transform.position.y - 0.2f, lighting.transform.position.z); t.sortingOrder = 99; }
private void PlaceTile(GameObject goTilemap, Tilemap tilemap, TilemapRenderer tilemapRenderer, int cx, int cy, SuperTile tile, Vector3Int pos3, TileIdMath tileId) { if (m_TilesAsObjects) { PlaceTileAsObject(goTilemap, tile, cx, cy, tileId, pos3); } else { PlaceTileAsTile(goTilemap, tilemap, tilemapRenderer, tile, tileId, pos3); } }
private Renderer IsHit(Transform _transform, Vector3 hitPosition) { TilemapRenderer tilemapRenderer = _transform.GetComponent <TilemapRenderer>(); if (tilemapRenderer) { return(tilemapRenderer); } return(IsPixelHit(_transform, hitPosition)); }
public static void LoadSerializeHashtable(this TilemapRenderer self, Hashtable hashtable) { self.mode = hashtable.Get <int>(StringConst.String_mode).ToEnum <TilemapRenderer.Mode>(); self.detectChunkCullingBounds = hashtable.Get <int>(StringConst.String_detectChunkCullingBounds) .ToEnum <TilemapRenderer.DetectChunkCullingBounds>(); self.sortOrder = hashtable.Get <int>(StringConst.String_sortOrder).ToEnum <TilemapRenderer.SortOrder>(); self.sortingOrder = hashtable.Get <int>(StringConst.String_sortingOrder); self.maskInteraction = hashtable.Get <int>(StringConst.String_maskInteraction).ToEnum <SpriteMaskInteraction>(); }
private Renderer IsHit(Transform _transform) { TilemapRenderer tilemapRenderer = _transform.GetComponent <TilemapRenderer>(); if (tilemapRenderer) { return(tilemapRenderer); } return(IsPixelHit(_transform)); }
// Start is called before the first frame update void Start() { instance = this; chunks = new TilemapChunk[TerrainGenerator.instance.mapWidth / 100, TerrainGenerator.instance.mapHeight / 100]; oldCurrentPosition = viewer.transform.position; playerXFloor = (int)Mathf.Round(oldCurrentPosition.x / 100) * 100; playerYFloor = (int)Mathf.Round(oldCurrentPosition.y / 100) * 100; LoadInitialTerrain(0, 0); StartCoroutine(CreateChunks()); // StartCoroutine(CheckChange()); }
// Use this for initialization void Awake() { game = GameObject.FindGameObjectWithTag("GameController").GetComponent <GameController>(); //CONVERT TILEMAP TO 3D startTilemap = GetComponent <Tilemap>(); rend = GetComponent <TilemapRenderer>(); rend.enabled = false; MapTilemap(startTilemap, true, spawningParent); }
//private AudioManager audioManager; void Start() { //audioManager = FindObjectOfType<AudioManager>(); tilemapRenderer = GetComponent <TilemapRenderer>(); tilemap = GetComponent <Tilemap>(); if (isExplored) { var color = tilemap.color; tilemap.color = new Color(color.r, color.g, color.b, 0); } }
//mark and update each sprite's order in layer void FixedUpdate() { SpriteRenderer[] spriteRenderers = FindObjectsOfType <SpriteRenderer>(); TilemapRenderer tilemapRenderers = FindObjectOfType <TilemapRenderer>(); foreach (SpriteRenderer renderer in spriteRenderers) { renderer.sortingOrder = (int)(renderer.transform.position.y * -10); } tilemapRenderers.sortingOrder = (int)(tilemapRenderers.transform.position.y * -10); }
// Start is called before the first frame update void Start() { PortalCollider = GetComponent <TilemapCollider2D>(); PortalRenderer = GetComponent <TilemapRenderer>(); GemRenderer = Gem.GetComponent <SpriteRenderer>(); GemCollider = Gem.GetComponent <BoxCollider2D>(); Timer = TeleportTimer; Faded = false; DisplayGem = false; }
void RandomTileMap() { // validation if (tiles == null || tiles.Length < 1) { Debug.LogError("Tiles not assigned", gameObject); return; } var parent = transform.parent; if (parent == null) { var go = new GameObject("grid"); go.AddComponent <Grid>(); transform.SetParent(go.transform); } else { if (parent.GetComponent <Grid>() == null) { parent.gameObject.AddComponent <Grid>(); } } TilemapRenderer tr = GetComponent <TilemapRenderer>(); if (tr == null) { tr = gameObject.AddComponent <TilemapRenderer>(); } Tilemap map = GetComponent <Tilemap>(); if (map == null) { map = gameObject.AddComponent <Tilemap>(); } // random map generation Vector3Int tilePos = Vector3Int.zero; for (int x = 0; x < width; x++) { for (int y = 0; y < height; y++) { tilePos.x = x; tilePos.y = y; map.SetTile(tilePos, tiles[Random.Range(0, tiles.Length)]); } } }