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- <?xml version="1.0" encoding="utf-8" standalone="yes"?>
- <doc>
- <members>
- <assembly>
- <name>UnityEngine.TilemapModule</name>
- </assembly>
- <member name="T:UnityEngine.CustomGridBrushAttribute">
- <summary>
- <para>Attribute to define the class as a grid brush and to make it available in the palette window.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.CustomGridBrushAttribute.defaultBrush">
- <summary>
- <para>If set to true, brush will replace Unity built-in brush as the default brush in palette window.
- Only one class at any one time should set defaultBrush to true.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.CustomGridBrushAttribute.defaultName">
- <summary>
- <para>Name of the default instance of this brush.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.CustomGridBrushAttribute.hideAssetInstances">
- <summary>
- <para>Hide all asset instances of this brush in the tile palette window.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.CustomGridBrushAttribute.hideDefaultInstance">
- <summary>
- <para>Hide the default instance of brush in the tile palette window.</para>
- </summary>
- </member>
- <member name="M:UnityEngine.CustomGridBrushAttribute.#ctor">
- <summary>
- <para>Attribute to define the class as a grid brush and to make it available in the palette window.</para>
- </summary>
- <param name="defaultBrush">If set to true, brush will replace Unity built-in brush as the default brush in palette window.</param>
- <param name="defaultName">Name of the default instance of this brush.</param>
- <param name="hideAssetInstanes">Hide all asset instances of this brush in the tile palette window.</param>
- <param name="hideDefaultInstance">Hide the default instance of brush in the tile palette window.</param>
- <param name="hideAssetInstances"></param>
- </member>
- <member name="M:UnityEngine.CustomGridBrushAttribute.#ctor(System.Boolean,System.Boolean,System.Boolean,System.String)">
- <summary>
- <para>Attribute to define the class as a grid brush and to make it available in the palette window.</para>
- </summary>
- <param name="defaultBrush">If set to true, brush will replace Unity built-in brush as the default brush in palette window.</param>
- <param name="defaultName">Name of the default instance of this brush.</param>
- <param name="hideAssetInstanes">Hide all asset instances of this brush in the tile palette window.</param>
- <param name="hideDefaultInstance">Hide the default instance of brush in the tile palette window.</param>
- <param name="hideAssetInstances"></param>
- </member>
- <member name="T:UnityEngine.GridBrushBase">
- <summary>
- <para>Base class for authoring data on a grid with grid painting tools like paint, erase, pick, select and fill.</para>
- </summary>
- </member>
- <member name="M:UnityEngine.GridBrushBase.BoxErase(UnityEngine.GridLayout,UnityEngine.GameObject,UnityEngine.BoundsInt)">
- <summary>
- <para>Erases data on a grid within the given bounds.</para>
- </summary>
- <param name="gridLayout">Grid used for layout.</param>
- <param name="brushTarget">Target of the erase operation. By default the currently selected GameObject.</param>
- <param name="position">The bounds to erase data from.</param>
- </member>
- <member name="M:UnityEngine.GridBrushBase.BoxFill(UnityEngine.GridLayout,UnityEngine.GameObject,UnityEngine.BoundsInt)">
- <summary>
- <para>Box fills tiles and GameObjects into given bounds within the selected layers.</para>
- </summary>
- <param name="gridLayout">Grid used for layout.</param>
- <param name="brushTarget">Target of box fill operation. By default the currently selected GameObject.</param>
- <param name="position">The bounds to box fill data to.</param>
- </member>
- <member name="M:UnityEngine.GridBrushBase.ChangeZPosition(System.Int32)">
- <summary>
- <para>Changes the Z position of the GridBrushBase.</para>
- </summary>
- <param name="change">Modify the Z position of GridBrushBase by this value.</param>
- </member>
- <member name="M:UnityEngine.GridBrushBase.Erase(UnityEngine.GridLayout,UnityEngine.GameObject,UnityEngine.Vector3Int)">
- <summary>
- <para>Erases data on a grid within the given bounds.</para>
- </summary>
- <param name="grid">Grid used for layout.</param>
- <param name="brushTarget">Target of the erase operation. By default the currently selected GameObject.</param>
- <param name="position">The coordinates of the cell to erase data from.</param>
- <param name="gridLayout"></param>
- </member>
- <member name="M:UnityEngine.GridBrushBase.Flip(UnityEngine.GridBrushBase/FlipAxis,UnityEngine.GridLayout/CellLayout)">
- <summary>
- <para>Flips the grid brush in the given FlipAxis.</para>
- </summary>
- <param name="flip">Axis to flip by.</param>
- <param name="layout">CellLayout for flipping.</param>
- </member>
- <member name="T:UnityEngine.GridBrushBase.FlipAxis">
- <summary>
- <para>Axis to flip tiles in the GridBrushBase by.</para>
- </summary>
- </member>
- <member name="F:UnityEngine.GridBrushBase.FlipAxis.X">
- <summary>
- <para>Flip the brush in the X Axis.</para>
- </summary>
- </member>
- <member name="F:UnityEngine.GridBrushBase.FlipAxis.Y">
- <summary>
- <para>Flip the brush in the Y Axis.</para>
- </summary>
- </member>
- <member name="M:UnityEngine.GridBrushBase.FloodFill(UnityEngine.GridLayout,UnityEngine.GameObject,UnityEngine.Vector3Int)">
- <summary>
- <para>Flood fills data onto a grid given the starting coordinates of the cell.</para>
- </summary>
- <param name="gridLayout">Grid used for layout.</param>
- <param name="brushTarget">Targets of flood fill operation. By default the currently selected GameObject.</param>
- <param name="position">Starting position of the flood fill.</param>
- </member>
- <member name="M:UnityEngine.GridBrushBase.Move(UnityEngine.GridLayout,UnityEngine.GameObject,UnityEngine.BoundsInt,UnityEngine.BoundsInt)">
- <summary>
- <para>Move is called when user moves the area previously selected with the selection marquee.</para>
- </summary>
- <param name="grid">Grid used for layout.</param>
- <param name="brushTarget">Target of the move operation. By default the currently selected GameObject.</param>
- <param name="from">Source bounds of the move.</param>
- <param name="to">Target bounds of the move.</param>
- <param name="gridLayout"></param>
- </member>
- <member name="M:UnityEngine.GridBrushBase.MoveEnd(UnityEngine.GridLayout,UnityEngine.GameObject,UnityEngine.BoundsInt)">
- <summary>
- <para>MoveEnd is called when user has ended the move of the area previously selected with the selection marquee.</para>
- </summary>
- <param name="position">Layers affected by the move operation.</param>
- <param name="brushTarget">Target of the move operation. By default the currently selected GameObject.</param>
- <param name="grid">Grid used for layout.</param>
- <param name="gridLayout"></param>
- </member>
- <member name="M:UnityEngine.GridBrushBase.MoveStart(UnityEngine.GridLayout,UnityEngine.GameObject,UnityEngine.BoundsInt)">
- <summary>
- <para>MoveEnd is called when user starts moving the area previously selected with the selection marquee.</para>
- </summary>
- <param name="grid">Grid used for layout.</param>
- <param name="brushTarget">Target of the move operation. By default the currently selected GameObject.</param>
- <param name="position">Position where the move operation has started.</param>
- <param name="gridLayout"></param>
- </member>
- <member name="M:UnityEngine.GridBrushBase.Paint(UnityEngine.GridLayout,UnityEngine.GameObject,UnityEngine.Vector3Int)">
- <summary>
- <para>Paints data into a grid within the given bounds.</para>
- </summary>
- <param name="grid">Grid used for layout.</param>
- <param name="brushTarget">Target of the paint operation. By default the currently selected GameObject.</param>
- <param name="position">The coordinates of the cell to paint data to.</param>
- <param name="gridLayout"></param>
- </member>
- <member name="M:UnityEngine.GridBrushBase.Pick(UnityEngine.GridLayout,UnityEngine.GameObject,UnityEngine.BoundsInt,UnityEngine.Vector3Int)">
- <summary>
- <para>Picks data from a grid given the coordinates of the cells.</para>
- </summary>
- <param name="grid">Grid used for layout.</param>
- <param name="brushTarget">Target of the paint operation. By default the currently selected GameObject.</param>
- <param name="position">The coordinates of the cells to paint data from.</param>
- <param name="pivot">Pivot of the picking brush.</param>
- <param name="gridLayout"></param>
- </member>
- <member name="M:UnityEngine.GridBrushBase.ResetZPosition">
- <summary>
- <para>Resets Z position changes of the GridBrushBase.</para>
- </summary>
- </member>
- <member name="M:UnityEngine.GridBrushBase.Rotate(UnityEngine.GridBrushBase/RotationDirection,UnityEngine.GridLayout/CellLayout)">
- <summary>
- <para>Rotates all tiles on the grid brush with the given RotationDirection.</para>
- </summary>
- <param name="direction">Direction to rotate by.</param>
- <param name="layout">CellLayout for rotating.</param>
- </member>
- <member name="T:UnityEngine.GridBrushBase.RotationDirection">
- <summary>
- <para>Rotate tiles in the GridBrushBase in this direction.</para>
- </summary>
- </member>
- <member name="F:UnityEngine.GridBrushBase.RotationDirection.Clockwise">
- <summary>
- <para>Rotates tiles clockwise.</para>
- </summary>
- </member>
- <member name="F:UnityEngine.GridBrushBase.RotationDirection.CounterClockwise">
- <summary>
- <para>Rotates tiles counter-clockwise.</para>
- </summary>
- </member>
- <member name="M:UnityEngine.GridBrushBase.Select(UnityEngine.GridLayout,UnityEngine.GameObject,UnityEngine.BoundsInt)">
- <summary>
- <para>Select an area of a grid.</para>
- </summary>
- <param name="grid">Grid used for layout.</param>
- <param name="brushTarget">Targets of paint operation. By default the currently selected GameObject.</param>
- <param name="position">Area to get selected.</param>
- <param name="gridLayout"></param>
- </member>
- <member name="T:UnityEngine.GridBrushBase.Tool">
- <summary>
- <para>Tool mode for the GridBrushBase.</para>
- </summary>
- </member>
- <member name="F:UnityEngine.GridBrushBase.Tool.Box">
- <summary>
- <para>Box Fill.</para>
- </summary>
- </member>
- <member name="F:UnityEngine.GridBrushBase.Tool.Erase">
- <summary>
- <para>Erase.</para>
- </summary>
- </member>
- <member name="F:UnityEngine.GridBrushBase.Tool.FloodFill">
- <summary>
- <para>Flood Fill.</para>
- </summary>
- </member>
- <member name="F:UnityEngine.GridBrushBase.Tool.Move">
- <summary>
- <para>Move.</para>
- </summary>
- </member>
- <member name="F:UnityEngine.GridBrushBase.Tool.Paint">
- <summary>
- <para>Paint.</para>
- </summary>
- </member>
- <member name="F:UnityEngine.GridBrushBase.Tool.Pick">
- <summary>
- <para>Pick.</para>
- </summary>
- </member>
- <member name="F:UnityEngine.GridBrushBase.Tool.Select">
- <summary>
- <para>Select.</para>
- </summary>
- </member>
- <member name="T:UnityEngine.Tilemaps.ITilemap">
- <summary>
- <para>Class passed onto Tiles when information is queried from the Tiles.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.Tilemaps.ITilemap.cellBounds">
- <summary>
- <para>Returns the boundaries of the Tilemap in cell size.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.Tilemaps.ITilemap.localBounds">
- <summary>
- <para>Returns the boundaries of the Tilemap in local space size.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.Tilemaps.ITilemap.origin">
- <summary>
- <para>The origin of the Tilemap in cell position.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.Tilemaps.ITilemap.size">
- <summary>
- <para>The size of the Tilemap in cells.</para>
- </summary>
- </member>
- <member name="M:UnityEngine.Tilemaps.ITilemap.GetColor(UnityEngine.Vector3Int)">
- <summary>
- <para>Gets the color of a Tile given the XYZ coordinates of a cell in the Tilemap.</para>
- </summary>
- <param name="position">Position of the Tile on the Tilemap.</param>
- <returns>
- <para>Color of the Tile at the XYZ coordinate.</para>
- </returns>
- </member>
- <member name="M:UnityEngine.Tilemaps.ITilemap.GetComponent">
- <summary>
- <para>Returns the component of type T if the GameObject of the tile map has one attached, null if it doesn't.</para>
- </summary>
- <returns>
- <para>The Component of type T to retrieve.</para>
- </returns>
- </member>
- <member name="M:UnityEngine.Tilemaps.ITilemap.GetSprite(UnityEngine.Vector3Int)">
- <summary>
- <para>Gets the Sprite used in a Tile given the XYZ coordinates of a cell in the Tilemap.</para>
- </summary>
- <param name="position">Position of the Tile on the Tilemap.</param>
- <returns>
- <para>Sprite at the XYZ coordinate.</para>
- </returns>
- </member>
- <member name="M:UnityEngine.Tilemaps.ITilemap.GetTile(UnityEngine.Vector3Int)">
- <summary>
- <para>Gets the Tile at the given XYZ coordinates of a cell in the Tilemap.</para>
- </summary>
- <param name="position">Position of the Tile on the Tilemap.</param>
- <returns>
- <para>Tile placed at the cell.</para>
- </returns>
- </member>
- <member name="M:UnityEngine.Tilemaps.ITilemap.GetTile(UnityEngine.Vector3Int)">
- <summary>
- <para>Gets the Tile of type T at the given XYZ coordinates of a cell in the Tilemap.</para>
- </summary>
- <param name="position">Position of the Tile on the Tilemap.</param>
- <returns>
- <para>Tile of type T placed at the cell.</para>
- </returns>
- </member>
- <member name="M:UnityEngine.Tilemaps.ITilemap.GetTileFlags(UnityEngine.Vector3Int)">
- <summary>
- <para>Gets the Tile Flags of the Tile at the given position.</para>
- </summary>
- <param name="position">Position of the Tile on the Tilemap.</param>
- <returns>
- <para>TileFlags from the Tile.</para>
- </returns>
- </member>
- <member name="M:UnityEngine.Tilemaps.ITilemap.GetTransformMatrix(UnityEngine.Vector3Int)">
- <summary>
- <para>Gets the transform matrix of a Tile given the XYZ coordinates of a cell in the Tilemap.</para>
- </summary>
- <param name="position">Position of the Tile on the Tilemap.</param>
- <returns>
- <para>The transform matrix.</para>
- </returns>
- </member>
- <member name="M:UnityEngine.Tilemaps.ITilemap.RefreshTile(UnityEngine.Vector3Int)">
- <summary>
- <para>Refreshes a Tile at the given XYZ coordinates of a cell in the :Tilemap.</para>
- </summary>
- <param name="position">Position of the Tile on the Tilemap.</param>
- </member>
- <member name="T:UnityEngine.Tilemaps.Tile">
- <summary>
- <para>Class for a default tile in the Tilemap.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.Tilemaps.Tile.color">
- <summary>
- <para>Color of the Tile.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.Tilemaps.Tile.flags">
- <summary>
- <para>TileFlags of the Tile.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.Tilemaps.Tile.gameObject">
- <summary>
- <para>GameObject of the Tile.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.Tilemaps.Tile.sprite">
- <summary>
- <para>Sprite to be rendered at the Tile.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.Tilemaps.Tile.transform">
- <summary>
- <para>Matrix4x4|Transform matrix of the Tile.</para>
- </summary>
- </member>
- <member name="T:UnityEngine.Tilemaps.Tile.ColliderType">
- <summary>
- <para>Enum for determining what collider shape is generated for this Tile by the TilemapCollider2D.</para>
- </summary>
- </member>
- <member name="F:UnityEngine.Tilemaps.Tile.ColliderType.Grid">
- <summary>
- <para>The grid layout boundary outline is used as the collider shape for the Tile by the TilemapCollider2D.</para>
- </summary>
- </member>
- <member name="F:UnityEngine.Tilemaps.Tile.ColliderType.None">
- <summary>
- <para>No collider shape is generated for the Tile by the TilemapCollider2D.</para>
- </summary>
- </member>
- <member name="F:UnityEngine.Tilemaps.Tile.ColliderType.Sprite">
- <summary>
- <para>The Sprite outline is used as the collider shape for the Tile by the TilemapCollider2D.</para>
- </summary>
- </member>
- <member name="M:UnityEngine.Tilemaps.Tile.GetTileData(UnityEngine.Vector3Int,UnityEngine.Tilemaps.ITilemap,UnityEngine.Tilemaps.TileData&)">
- <summary>
- <para>Retrieves the tile rendering data for the Tile.</para>
- </summary>
- <param name="position">Position of the Tile on the Tilemap.</param>
- <param name="tilemap">The Tilemap the tile is present on.</param>
- <param name="tileData">Data to render the tile. This is filled with Tile, Tile.color and Tile.transform.</param>
- <returns>
- <para>Whether the call was successful. This returns true for Tile.</para>
- </returns>
- </member>
- <member name="T:UnityEngine.Tilemaps.TileAnimationData">
- <summary>
- <para>A Struct for the required data for animating a Tile.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.Tilemaps.TileAnimationData.animatedSprites">
- <summary>
- <para>The array of that are ordered by appearance in the animation.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.Tilemaps.TileAnimationData.animationSpeed">
- <summary>
- <para>The animation speed.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.Tilemaps.TileAnimationData.animationStartTime">
- <summary>
- <para>The start time of the animation. The animation will begin at this time offset.</para>
- </summary>
- </member>
- <member name="T:UnityEngine.Tilemaps.TileBase">
- <summary>
- <para>Base class for a tile in the Tilemap.</para>
- </summary>
- </member>
- <member name="M:UnityEngine.Tilemaps.TileBase.GetTileAnimationData(UnityEngine.Vector3Int,UnityEngine.Tilemaps.ITilemap,UnityEngine.Tilemaps.TileAnimationData&)">
- <summary>
- <para>Retrieves any tile animation data from the scripted tile.</para>
- </summary>
- <param name="position">Position of the Tile on the Tilemap.</param>
- <param name="tilemap">The Tilemap the tile is present on.</param>
- <param name="tileAnimationData">Data to run an animation on the tile.</param>
- <returns>
- <para>Whether the call was successful.</para>
- </returns>
- </member>
- <member name="M:UnityEngine.Tilemaps.TileBase.GetTileData(UnityEngine.Vector3Int,UnityEngine.Tilemaps.ITilemap,UnityEngine.Tilemaps.TileData&)">
- <summary>
- <para>Retrieves any tile rendering data from the scripted tile.</para>
- </summary>
- <param name="position">Position of the Tile on the Tilemap.</param>
- <param name="tilemap">The Tilemap the tile is present on.</param>
- <param name="tileData">Data to render the tile.</param>
- <returns>
- <para>Whether the call was successful.</para>
- </returns>
- </member>
- <member name="M:UnityEngine.Tilemaps.TileBase.RefreshTile(UnityEngine.Vector3Int,UnityEngine.Tilemaps.ITilemap)">
- <summary>
- <para>This method is called when the tile is refreshed.</para>
- </summary>
- <param name="position">Position of the Tile on the Tilemap.</param>
- <param name="tilemap">The Tilemap the tile is present on.</param>
- </member>
- <member name="M:UnityEngine.Tilemaps.TileBase.StartUp(UnityEngine.Vector3Int,UnityEngine.Tilemaps.ITilemap,UnityEngine.GameObject)">
- <summary>
- <para>StartUp is called on the first frame of the running Scene.</para>
- </summary>
- <param name="position">Position of the Tile on the Tilemap.</param>
- <param name="tilemap">The Tilemap the tile is present on.</param>
- <param name="go">The GameObject instantiated for the Tile.</param>
- <returns>
- <para>Whether the call was successful.</para>
- </returns>
- </member>
- <member name="T:UnityEngine.Tilemaps.TileChangeData">
- <summary>
- <para>Represents the position and Tile information to change in a Tilemap.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.Tilemaps.TileChangeData.color">
- <summary>
- <para>The color to set the Tile to.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.Tilemaps.TileChangeData.position">
- <summary>
- <para>The position to change Tile properties at.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.Tilemaps.TileChangeData.tile">
- <summary>
- <para>The Tile to set on the Tilemap.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.Tilemaps.TileChangeData.transform">
- <summary>
- <para>The transform matrix to set the Tile to.</para>
- </summary>
- </member>
- <member name="T:UnityEngine.Tilemaps.TileData">
- <summary>
- <para>A Struct for the required data for rendering a Tile.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.Tilemaps.TileData.color">
- <summary>
- <para>Color of the Tile.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.Tilemaps.TileData.flags">
- <summary>
- <para>TileFlags of the Tile.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.Tilemaps.TileData.gameObject">
- <summary>
- <para>GameObject of the Tile.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.Tilemaps.TileData.sprite">
- <summary>
- <para>Sprite to be rendered at the Tile.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.Tilemaps.TileData.transform">
- <summary>
- <para>Matrix4x4|Transform matrix of the Tile.</para>
- </summary>
- </member>
- <member name="T:UnityEngine.Tilemaps.TileFlags">
- <summary>
- <para>Flags controlling behavior for the TileBase.</para>
- </summary>
- </member>
- <member name="F:UnityEngine.Tilemaps.TileFlags.InstantiateGameObjectRuntimeOnly">
- <summary>
- <para>TileBase does not instantiate its associated GameObject in editor mode and instantiates it only during Play mode.</para>
- </summary>
- </member>
- <member name="F:UnityEngine.Tilemaps.TileFlags.KeepGameObjectRuntimeOnly">
- <summary>
- <para>Keeps the TileBase's associated GameObject in Play mode when replaced with another TileBase or erased</para>
- </summary>
- </member>
- <member name="F:UnityEngine.Tilemaps.TileFlags.LockAll">
- <summary>
- <para>All lock flags.</para>
- </summary>
- </member>
- <member name="F:UnityEngine.Tilemaps.TileFlags.LockColor">
- <summary>
- <para>TileBase locks any color set by brushes or the user.</para>
- </summary>
- </member>
- <member name="F:UnityEngine.Tilemaps.TileFlags.LockTransform">
- <summary>
- <para>TileBase locks any transform matrix set by brushes or the user.</para>
- </summary>
- </member>
- <member name="F:UnityEngine.Tilemaps.TileFlags.None">
- <summary>
- <para>No TileFlags are set.</para>
- </summary>
- </member>
- <member name="T:UnityEngine.Tilemaps.Tilemap">
- <summary>
- <para>The Tilemap stores Sprites in a layout marked by a Grid component.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.Tilemaps.Tilemap.animationFrameRate">
- <summary>
- <para>The frame rate for all Tile animations in the Tilemap.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.Tilemaps.Tilemap.cellBounds">
- <summary>
- <para>Returns the boundaries of the Tilemap in cell size.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.Tilemaps.Tilemap.color">
- <summary>
- <para>The color of the Tilemap layer.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.Tilemaps.Tilemap.editorPreviewOrigin">
- <summary>
- <para>The origin of the Tilemap in cell position inclusive of editor preview Tiles.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.Tilemaps.Tilemap.editorPreviewSize">
- <summary>
- <para>The size of the Tilemap in cells inclusive of editor preview Tiles.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.Tilemaps.Tilemap.layoutGrid">
- <summary>
- <para>Gets the Grid associated with this Tilemap.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.Tilemaps.Tilemap.layoutGrid">
- <summary>
- <para>Gets the Grid associated with this Tilemap.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.Tilemaps.Tilemap.localBounds">
- <summary>
- <para>Returns the boundaries of the Tilemap in local space size.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.Tilemaps.Tilemap.orientation">
- <summary>
- <para>Orientation of the Tiles in the Tilemap.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.Tilemaps.Tilemap.orientationMatrix">
- <summary>
- <para>Orientation Matrix of the orientation of the Tiles in the Tilemap.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.Tilemaps.Tilemap.origin">
- <summary>
- <para>The origin of the Tilemap in cell position.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.Tilemaps.Tilemap.size">
- <summary>
- <para>The size of the Tilemap in cells.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.Tilemaps.Tilemap.tileAnchor">
- <summary>
- <para>Gets the anchor point of Tiles in the Tilemap.</para>
- </summary>
- </member>
- <member name="?:UnityEngine.Tilemaps.Tilemap.tilemapTileChanged(System.Action`2<UnityEngine.Tilemaps.Tilemap,UnityEngine.Tilemaps.Tilemap/SyncTile[]>)">
- <summary>
- <para>Callback when Tiles on a Tilemap have changed.</para>
- </summary>
- <param name="value">A callback set by a user to notify them when Tiles are changed on a Tilemap.</param>
- </member>
- <member name="M:UnityEngine.Tilemaps.Tilemap.AddTileFlags(UnityEngine.Vector3Int,UnityEngine.Tilemaps.TileFlags)">
- <summary>
- <para>Adds the TileFlags onto the Tile at the given position.</para>
- </summary>
- <param name="position">Position of the Tile on the Tilemap.</param>
- <param name="flags">TileFlags to add (with bitwise or) onto the flags provided by Tile.TileBase.</param>
- </member>
- <member name="M:UnityEngine.Tilemaps.Tilemap.BoxFill(UnityEngine.Vector3Int,UnityEngine.Tilemaps.TileBase,System.Int32,System.Int32,System.Int32,System.Int32)">
- <summary>
- <para>Does a box fill with the given Tile on the Tilemap. Starts from given coordinates and fills the limits from start to end (inclusive).</para>
- </summary>
- <param name="position">Position of the Tile on the Tilemap.</param>
- <param name="tile">Tile to place.</param>
- <param name="startX">The minimum X coordinate limit to fill to.</param>
- <param name="startY">The minimum Y coordinate limit to fill to.</param>
- <param name="endX">The maximum X coordinate limit to fill to.</param>
- <param name="endY">The maximum Y coordinate limit to fill to.</param>
- </member>
- <member name="M:UnityEngine.Tilemaps.Tilemap.ClearAllEditorPreviewTiles">
- <summary>
- <para>Clears all editor preview Tiles that are placed in the Tilemap.</para>
- </summary>
- </member>
- <member name="M:UnityEngine.Tilemaps.Tilemap.ClearAllTiles">
- <summary>
- <para>Clears all Tiles that are placed in the Tilemap.</para>
- </summary>
- </member>
- <member name="M:UnityEngine.Tilemaps.Tilemap.CompressBounds">
- <summary>
- <para>Compresses the origin and size of the Tilemap to bounds where Tiles exist.</para>
- </summary>
- </member>
- <member name="M:UnityEngine.Tilemaps.Tilemap.ContainsTile(UnityEngine.Tilemaps.TileBase)">
- <summary>
- <para>Returns true if the Tilemap contains the given Tile. Returns false if not.</para>
- </summary>
- <param name="tileAsset">Tile to check.</param>
- <returns>
- <para>Whether the Tilemap contains the Tile.</para>
- </returns>
- </member>
- <member name="M:UnityEngine.Tilemaps.Tilemap.DeleteCells(UnityEngine.Vector3Int,UnityEngine.Vector3Int)">
- <summary>
- <para>Removes cells from within the Tilemap's bounds.</para>
- </summary>
- <param name="position">The target position to remove from.</param>
- <param name="deleteCells">The number of columns, rows and layers of cells to remove.</param>
- </member>
- <member name="M:UnityEngine.Tilemaps.Tilemap.DeleteCells(UnityEngine.Vector3Int,System.Int32,System.Int32,System.Int32)">
- <summary>
- <para>Removes cells from within the Tilemap's bounds.</para>
- </summary>
- <param name="position">Target position to delete from.</param>
- <param name="numColumns">The number of columns to remove.</param>
- <param name="numRows">The number of rows to remove.</param>
- <param name="numLayers">The number of layers of cells to remove.</param>
- </member>
- <member name="M:UnityEngine.Tilemaps.Tilemap.EditorPreviewBoxFill(UnityEngine.Vector3Int,UnityEngine.Object,System.Int32,System.Int32,System.Int32,System.Int32)">
- <summary>
- <para>Does an editor preview of a box fill with the given Tile on the Tilemap. Starts from given coordinates and fills the limits from start to end (inclusive).</para>
- </summary>
- <param name="position">Position of the Tile on the Tilemap.</param>
- <param name="tile">Tile to place.</param>
- <param name="startX">The start X coordinate limit to fill to.</param>
- <param name="startY">The start Y coordinate limit to fill to.</param>
- <param name="endX">The ending X coordinate limit to fill to.</param>
- <param name="endY">The ending Y coordinate limit to fill to.</param>
- </member>
- <member name="M:UnityEngine.Tilemaps.Tilemap.EditorPreviewFloodFill(UnityEngine.Vector3Int,UnityEngine.Tilemaps.TileBase)">
- <summary>
- <para>Does an editor preview of a flood fill with the given Tile to place. on the Tilemap starting from the given coordinates.</para>
- </summary>
- <param name="position">Start position of the flood fill on the Tilemap.</param>
- <param name="tile">TileBase to place.</param>
- </member>
- <member name="M:UnityEngine.Tilemaps.Tilemap.FloodFill(UnityEngine.Vector3Int,UnityEngine.Tilemaps.TileBase)">
- <summary>
- <para>Does a flood fill with the given Tile to place. on the Tilemap starting from the given coordinates.</para>
- </summary>
- <param name="position">Start position of the flood fill on the Tilemap.</param>
- <param name="tile">Tile to place.</param>
- </member>
- <member name="M:UnityEngine.Tilemaps.Tilemap.GetAnimationFrame(UnityEngine.Vector3Int)">
- <summary>
- <para>Retrieves the current animation frame for a Tile at the given position.</para>
- </summary>
- <param name="position">Grid cell position.</param>
- <returns>
- <para>Returns the current animation frame. Returns -1 when there is no animation for the Tile at the given position.</para>
- </returns>
- </member>
- <member name="M:UnityEngine.Tilemaps.Tilemap.GetAnimationFrameCount(UnityEngine.Vector3Int)">
- <summary>
- <para>Retrieves the number of animation frames for a Tile at the given position.</para>
- </summary>
- <param name="position">Grid cell position.</param>
- <returns>
- <para>Returns the number of animation frames. Returns 0 when there is no animation for the Tile at the given position.</para>
- </returns>
- </member>
- <member name="M:UnityEngine.Tilemaps.Tilemap.GetAnimationTime(UnityEngine.Vector3Int)">
- <summary>
- <para>Retrieves the current running animation time for a Tile at the given position.</para>
- </summary>
- <param name="position">Grid cell position.</param>
- <returns>
- <para>Returns the running animation time in seconds.</para>
- </returns>
- </member>
- <member name="M:UnityEngine.Tilemaps.Tilemap.GetCellCenterLocal(UnityEngine.Vector3Int)">
- <summary>
- <para>Gets the logical center coordinate of a Grid cell in local space. The logical center for a cell of the Tilemap is defined by the Tile Anchor of the Tilemap.</para>
- </summary>
- <param name="position">Grid cell position.</param>
- <returns>
- <para>Returns the center of the cell transformed into local space coordinates.</para>
- </returns>
- </member>
- <member name="M:UnityEngine.Tilemaps.Tilemap.GetCellCenterWorld(UnityEngine.Vector3Int)">
- <summary>
- <para>Gets the logical center coordinate of a Grid cell in world space. The logical center for a cell of the Tilemap is defined by the Tile Anchor of the Tilemap.</para>
- </summary>
- <param name="position">Grid cell position.</param>
- <returns>
- <para>Returns the center of the cell transformed into world space coordinates.</para>
- </returns>
- </member>
- <member name="M:UnityEngine.Tilemaps.Tilemap.GetColliderType(UnityEngine.Vector3Int)">
- <summary>
- <para>Gets the Collider type of a Tile given the XYZ coordinates of a cell in the Tilemap.</para>
- </summary>
- <param name="position">Position of the Tile on the Tilemap.</param>
- <returns>
- <para>Collider type of the Tile at the XYZ coordinate.</para>
- </returns>
- </member>
- <member name="M:UnityEngine.Tilemaps.Tilemap.GetColor(UnityEngine.Vector3Int)">
- <summary>
- <para>Gets the Color of a Tile given the XYZ coordinates of a cell in the Tilemap.</para>
- </summary>
- <param name="position">Position of the Tile on the Tilemap.</param>
- <returns>
- <para>Color of the Tile at the XYZ coordinate.</para>
- </returns>
- </member>
- <member name="M:UnityEngine.Tilemaps.Tilemap.GetEditorPreviewColor(UnityEngine.Vector3Int)">
- <summary>
- <para>Gets the Color of an editor preview Tile given the XYZ coordinates of a cell in the Tilemap.</para>
- </summary>
- <param name="position">Position of the Tile on the Tilemap.</param>
- <returns>
- <para>Color of the editor preview Tile at the XYZ coordinate.</para>
- </returns>
- </member>
- <member name="M:UnityEngine.Tilemaps.Tilemap.GetEditorPreviewSprite(UnityEngine.Vector3Int)">
- <summary>
- <para>Gets the Sprite used in an editor preview Tile given the XYZ coordinates of a cell in the Tilemap.</para>
- </summary>
- <param name="position">Position of the editor preview Tile on the Tilemap.</param>
- <returns>
- <para>Sprite at the XYZ coordinate.</para>
- </returns>
- </member>
- <member name="M:UnityEngine.Tilemaps.Tilemap.GetEditorPreviewTile(UnityEngine.Vector3Int)">
- <summary>
- <para>Gets the editor preview Tile at the given XYZ coordinates of a cell in the Tilemap.</para>
- </summary>
- <param name="position">Position of the editor preview Tile on the Tilemap.</param>
- <returns>
- <para>The editor preview Tile placed at the cell.</para>
- </returns>
- </member>
- <member name="M:UnityEngine.Tilemaps.Tilemap.GetEditorPreviewTile(UnityEngine.Vector3Int)">
- <summary>
- <para>Gets the editor preview Tile at the given XYZ coordinates of a cell in the Tilemap.</para>
- </summary>
- <param name="position">Position of the editor preview Tile on the Tilemap.</param>
- <returns>
- <para>The editor preview Tile placed at the cell.</para>
- </returns>
- </member>
- <member name="M:UnityEngine.Tilemaps.Tilemap.GetEditorPreviewTileFlags(UnityEngine.Vector3Int)">
- <summary>
- <para>Gets the TileFlags of the editor preview Tile at the given position.</para>
- </summary>
- <param name="position">Position of the Tile on the Tilemap.</param>
- <returns>
- <para>TileFlags from the editor preview Tile.</para>
- </returns>
- </member>
- <member name="M:UnityEngine.Tilemaps.Tilemap.GetEditorPreviewTransformMatrix(UnityEngine.Vector3Int)">
- <summary>
- <para>Gets the transform matrix of an editor preview Tile given the XYZ coordinates of a cell in the Tilemap.</para>
- </summary>
- <param name="position">Position of the editor preview Tile on the Tilemap.</param>
- <returns>
- <para>The transform matrix.</para>
- </returns>
- </member>
- <member name="M:UnityEngine.Tilemaps.Tilemap.GetInstantiatedObject(UnityEngine.Vector3Int)">
- <summary>
- <para>Gets the GameObject instantiated by a Tile given the XYZ coordinates of a cell in the Tilemap.</para>
- </summary>
- <param name="position">Position of the Tile on the Tilemap.</param>
- <returns>
- <para>GameObject instantiated by the Tile at the position.</para>
- </returns>
- </member>
- <member name="M:UnityEngine.Tilemaps.Tilemap.GetObjectToInstantiate(UnityEngine.Vector3Int)">
- <summary>
- <para>Gets the GameObject which will be instantiated by a Tile given the XYZ coordinates of a cell in the Tilemap.</para>
- </summary>
- <param name="position">The position of the Tile on the Tilemap.</param>
- <returns>
- <para>Returns the GameObject to be instantiated by the Tile at the position.</para>
- </returns>
- </member>
- <member name="M:UnityEngine.Tilemaps.Tilemap.GetSprite(UnityEngine.Vector3Int)">
- <summary>
- <para>Gets the Sprite used in a Tile given the XYZ coordinates of a cell in the Tilemap.</para>
- </summary>
- <param name="position">Position of the Tile on the Tilemap.</param>
- <returns>
- <para>Sprite at the XYZ coordinate.</para>
- </returns>
- </member>
- <member name="M:UnityEngine.Tilemaps.Tilemap.GetTile(UnityEngine.Vector3Int)">
- <summary>
- <para>Gets the Tile at the given XYZ coordinates of a cell in the Tilemap.</para>
- </summary>
- <param name="position">Position of the Tile on the Tilemap.</param>
- <returns>
- <para>Tilemaps.TileBase placed at the cell.</para>
- </returns>
- </member>
- <member name="M:UnityEngine.Tilemaps.Tilemap.GetTile(UnityEngine.Vector3Int)">
- <summary>
- <para>Gets the Tile of type T at the given XYZ coordinates of a cell in the Tilemap.</para>
- </summary>
- <param name="position">Position of the Tile on the Tilemap.</param>
- <returns>
- <para>Tilemaps.TileBase|Tile of type T placed at the cell.</para>
- </returns>
- </member>
- <member name="M:UnityEngine.Tilemaps.Tilemap.GetTileFlags(UnityEngine.Vector3Int)">
- <summary>
- <para>Gets the TileFlags of the Tile at the given position.</para>
- </summary>
- <param name="position">Position of the Tile on the Tilemap.</param>
- <returns>
- <para>TileFlags from the Tile.</para>
- </returns>
- </member>
- <member name="M:UnityEngine.Tilemaps.Tilemap.GetTilesBlock(UnityEngine.BoundsInt)">
- <summary>
- <para>Retrieves an array of Tiles with the given bounds.</para>
- </summary>
- <param name="bounds">The bounds to retrieve from.</param>
- <returns>
- <para>The array of Tiles at the given bounds.</para>
- </returns>
- </member>
- <member name="M:UnityEngine.Tilemaps.Tilemap.GetTilesBlockNonAlloc(UnityEngine.BoundsInt,UnityEngine.Tilemaps.TileBase[])">
- <summary>
- <para>Retrieves an array of Tiles with the given bounds.</para>
- </summary>
- <param name="bounds">The bounds to retrieve from.</param>
- <param name="tiles">The array of Tiles to contain the Tiles at the given bounds.</param>
- <returns>
- <para>Returns the number of Tiles retrieved, including null entries.</para>
- </returns>
- </member>
- <member name="M:UnityEngine.Tilemaps.Tilemap.GetTilesRangeCount(UnityEngine.Vector3Int,UnityEngine.Vector3Int)">
- <summary>
- <para>Retrieves the number of Tiles within the given range, inclusive of the Cells at both the starting position and the ending positions. This method begins at the given starting position and iterates through all available Z Positions, then iterates through the X and Y positions until it reaches the ending position.</para>
- </summary>
- <param name="startPosition">The starting position of the range to retrieve Tiles from.</param>
- <param name="endPosition">The ending position of the range to retrieve Tiles from.</param>
- <returns>
- <para>Returns the number of Tiles within the given range.</para>
- </returns>
- </member>
- <member name="M:UnityEngine.Tilemaps.Tilemap.GetTilesRangeNonAlloc(UnityEngine.Vector3Int,UnityEngine.Vector3Int,UnityEngine.Vector3Int[],UnityEngine.Tilemaps.TileBase[])">
- <summary>
- <para>Retrieves an array of Tiles within the given range, inclusive of the Cells at both the starting position and the ending positions. This method begins at the given starting position and iterates through all available Z Positions, then iterates through the X and Y positions until it reaches the ending position.</para>
- </summary>
- <param name="startPosition">The starting position of the range to retrieve Tiles from.</param>
- <param name="endPosition">The ending position of the range to retrieve Tiles from.</param>
- <param name="positions">The positions of Tiles within the given range.</param>
- <param name="tiles">The Tiles within the given range.</param>
- <returns>
- <para>Returns the number of positions and Tiles retrieved.</para>
- </returns>
- </member>
- <member name="M:UnityEngine.Tilemaps.Tilemap.GetTransformMatrix(UnityEngine.Vector3Int)">
- <summary>
- <para>Gets the transform matrix of a Tile given the XYZ coordinates of a cell in the Tilemap.</para>
- </summary>
- <param name="position">Position of the Tile on the Tilemap.</param>
- <returns>
- <para>The transform matrix.</para>
- </returns>
- </member>
- <member name="M:UnityEngine.Tilemaps.Tilemap.GetUsedSpritesCount">
- <summary>
- <para>Gets the total number of different Sprites used in the Tilemap.</para>
- </summary>
- <returns>
- <para>The total number of different Sprites used in the Tilemap.</para>
- </returns>
- </member>
- <member name="M:UnityEngine.Tilemaps.Tilemap.GetUsedSpritesNonAlloc(UnityEngine.Sprite[])">
- <summary>
- <para>Fills the given array with the total number of different Sprites used in the Tilemap and returns the number of Sprites filled.</para>
- </summary>
- <param name="usedSprites">The array to be filled.</param>
- <returns>
- <para>The number of Sprites filled.</para>
- </returns>
- </member>
- <member name="M:UnityEngine.Tilemaps.Tilemap.GetUsedTilesCount">
- <summary>
- <para>Gets the total number of different Tiles used in the Tilemap.</para>
- </summary>
- <returns>
- <para>The total number of different Tiles used in the Tilemap.</para>
- </returns>
- </member>
- <member name="M:UnityEngine.Tilemaps.Tilemap.GetUsedTilesNonAlloc(UnityEngine.Tilemaps.TileBase[])">
- <summary>
- <para>Fills the given array with the total number of different Tiles used in the Tilemap and returns the number of Tiles filled.</para>
- </summary>
- <param name="usedTiles">The array to be filled.</param>
- <returns>
- <para>The number of Tiles filled.</para>
- </returns>
- </member>
- <member name="M:UnityEngine.Tilemaps.Tilemap.HasEditorPreviewTile(UnityEngine.Vector3Int)">
- <summary>
- <para>Returns whether there is an editor preview Tile at the position.</para>
- </summary>
- <param name="position">Position to check.</param>
- <returns>
- <para>Returns true if there is an Editor Preview Tile at the position. Returns false otherwise.</para>
- </returns>
- </member>
- <member name="M:UnityEngine.Tilemaps.Tilemap.HasTile(UnityEngine.Vector3Int)">
- <summary>
- <para>Returns whether there is a Tile at the position.</para>
- </summary>
- <param name="position">Position to check.</param>
- <returns>
- <para>Returns true if there is a Tile at the position. Returns false otherwise.</para>
- </returns>
- </member>
- <member name="M:UnityEngine.Tilemaps.Tilemap.InsertCells(UnityEngine.Vector3Int,UnityEngine.Vector3Int)">
- <summary>
- <para>Inserts cells into the Tilemap.</para>
- </summary>
- <param name="position">The target position to insert at.</param>
- <param name="insertCells">The number of columns, rows or layers of cells to insert.</param>
- </member>
- <member name="M:UnityEngine.Tilemaps.Tilemap.InsertCells(UnityEngine.Vector3Int,System.Int32,System.Int32,System.Int32)">
- <summary>
- <para>Inserts cells into the Tilemap.</para>
- </summary>
- <param name="position">The target position to insert at.</param>
- <param name="numColumns">The number of columns to insert.</param>
- <param name="numRows">The number of rows to insert.</param>
- <param name="numLayers">The number of layers of cells to insert.</param>
- </member>
- <member name="T:UnityEngine.Tilemaps.Tilemap.Orientation">
- <summary>
- <para>Determines the orientation of Tiles in the Tilemap.</para>
- </summary>
- </member>
- <member name="F:UnityEngine.Tilemaps.Tilemap.Orientation.Custom">
- <summary>
- <para>Use a custom orientation to all tiles in the tile map.</para>
- </summary>
- </member>
- <member name="F:UnityEngine.Tilemaps.Tilemap.Orientation.XY">
- <summary>
- <para>Orients Tiles in the XY plane.</para>
- </summary>
- </member>
- <member name="F:UnityEngine.Tilemaps.Tilemap.Orientation.XZ">
- <summary>
- <para>Orients Tiles in the XZ plane.</para>
- </summary>
- </member>
- <member name="F:UnityEngine.Tilemaps.Tilemap.Orientation.YX">
- <summary>
- <para>Orients Tiles in the YX plane.</para>
- </summary>
- </member>
- <member name="F:UnityEngine.Tilemaps.Tilemap.Orientation.YZ">
- <summary>
- <para>Orients Tiles in the YZ plane.</para>
- </summary>
- </member>
- <member name="F:UnityEngine.Tilemaps.Tilemap.Orientation.ZX">
- <summary>
- <para>Orients Tiles in the ZX plane.</para>
- </summary>
- </member>
- <member name="F:UnityEngine.Tilemaps.Tilemap.Orientation.ZY">
- <summary>
- <para>Orients Tiles in the ZY plane.</para>
- </summary>
- </member>
- <member name="M:UnityEngine.Tilemaps.Tilemap.RefreshAllTiles">
- <summary>
- <para>Refreshes all Tiles in the Tilemap. The Tilemap will retrieve the rendering data, animation data and other data for all tiles and update all relevant components.</para>
- </summary>
- </member>
- <member name="M:UnityEngine.Tilemaps.Tilemap.RefreshTile(UnityEngine.Vector3Int)">
- <summary>
- <para>Refreshes a Tile at the given XYZ coordinates of a cell in the Tilemap.</para>
- </summary>
- <param name="position">Position of the Tile on the Tilemap.</param>
- </member>
- <member name="M:UnityEngine.Tilemaps.Tilemap.RemoveTileFlags(UnityEngine.Vector3Int,UnityEngine.Tilemaps.TileFlags)">
- <summary>
- <para>Removes the TileFlags onto the Tile at the given position.</para>
- </summary>
- <param name="position">Position of the Tile on the Tilemap.</param>
- <param name="flags">TileFlags to remove from the Tile.</param>
- </member>
- <member name="M:UnityEngine.Tilemaps.Tilemap.ResizeBounds">
- <summary>
- <para>Resizes Tiles in the Tilemap to bounds defined by origin and size.</para>
- </summary>
- </member>
- <member name="M:UnityEngine.Tilemaps.Tilemap.SetAnimationFrame(UnityEngine.Vector3Int,System.Int32)">
- <summary>
- <para>Sets the current animation frame for a Tile at the given position.</para>
- </summary>
- <param name="position">The grid cell position.</param>
- <param name="frame">The animation frame to set to.</param>
- </member>
- <member name="M:UnityEngine.Tilemaps.Tilemap.SetAnimationTime(UnityEngine.Vector3Int,System.Single)">
- <summary>
- <para>Sets the running animation time for a Tile at the given position.</para>
- </summary>
- <param name="position">The grid cell position.</param>
- <param name="time">The running animation time in seconds.</param>
- </member>
- <member name="M:UnityEngine.Tilemaps.Tilemap.SetColliderType(UnityEngine.Vector3Int,UnityEngine.Tilemaps.Tile/ColliderType)">
- <summary>
- <para>Sets the Collider type of a Tile given the XYZ coordinates of a cell in the Tilemap.</para>
- </summary>
- <param name="position">Position of the Tile on the Tilemap.</param>
- <param name="colliderType">Collider type to set the Tile to at the XYZ coordinate.</param>
- </member>
- <member name="M:UnityEngine.Tilemaps.Tilemap.SetColor(UnityEngine.Vector3Int,UnityEngine.Color)">
- <summary>
- <para>Sets the color of a Tile given the XYZ coordinates of a cell in the Tilemap.</para>
- </summary>
- <param name="position">Position of the Tile on the Tilemap.</param>
- <param name="color">Color to set the Tile to at the XYZ coordinate.</param>
- </member>
- <member name="M:UnityEngine.Tilemaps.Tilemap.SetEditorPreviewColor(UnityEngine.Vector3Int,UnityEngine.Color)">
- <summary>
- <para>Sets the color of an editor preview Tile given the XYZ coordinates of a cell in the Tilemap.</para>
- </summary>
- <param name="position">Position of the editor preview Tile on the Tilemap.</param>
- <param name="color">Color to set the editor preview Tile to at the XYZ coordinate.</param>
- </member>
- <member name="M:UnityEngine.Tilemaps.Tilemap.SetEditorPreviewTile(UnityEngine.Vector3Int,UnityEngine.Tilemaps.TileBase)">
- <summary>
- <para>Sets an editor preview Tile given the XYZ coordinates of a cell in the Tilemap.</para>
- </summary>
- <param name="position">Position of the editor preview Tile on the Tilemap.</param>
- <param name="tile">The editor preview Tile to be placed the cell.</param>
- </member>
- <member name="M:UnityEngine.Tilemaps.Tilemap.SetEditorPreviewTransformMatrix(UnityEngine.Vector3Int,UnityEngine.Matrix4x4)">
- <summary>
- <para>Sets the transform matrix of an editor preview Tile given the XYZ coordinates of a cell in the Tilemap.</para>
- </summary>
- <param name="position">Position of the editor preview Tile on the Tilemap.</param>
- <param name="transform">The transform matrix.</param>
- </member>
- <member name="M:UnityEngine.Tilemaps.Tilemap.SetTile(UnityEngine.Vector3Int,UnityEngine.Tilemaps.TileBase)">
- <summary>
- <para>Sets a Tile at the given XYZ coordinates of a cell in the Tilemap.</para>
- </summary>
- <param name="position">Position of the Tile on the Tilemap.</param>
- <param name="tile">The Tile to be placed in the cell.</param>
- </member>
- <member name="M:UnityEngine.Tilemaps.Tilemap.SetTile(UnityEngine.Tilemaps.TileChangeData,System.Boolean)">
- <summary>
- <para>Sets a Tile with additional properties at the given XYZ coordinates of a cell in the Tilemap.</para>
- </summary>
- <param name="tileChangeData">The Tile with additional properties to be placed in the cell.</param>
- <param name="ignoreLockFlags">Whether to ignore Lock Flags set in the Tile's TileFlags when applying Color and Transform changes from TileChangeData.</param>
- </member>
- <member name="M:UnityEngine.Tilemaps.Tilemap.SetTileFlags(UnityEngine.Vector3Int,UnityEngine.Tilemaps.TileFlags)">
- <summary>
- <para>Sets the TileFlags onto the Tile at the given position.</para>
- </summary>
- <param name="position">Position of the Tile on the Tilemap.</param>
- <param name="flags">TileFlags to add onto the Tile.</param>
- </member>
- <member name="M:UnityEngine.Tilemaps.Tilemap.SetTiles(UnityEngine.Vector3Int[],UnityEngine.Tilemaps.TileBase[])">
- <summary>
- <para>Sets an array of Tiles at the given XYZ coordinates of the corresponding cells in the Tilemap.</para>
- </summary>
- <param name="positionArray">An array of positions of Tiles on the Tilemap.</param>
- <param name="tileArray">An array of Tiles to be placed.</param>
- </member>
- <member name="M:UnityEngine.Tilemaps.Tilemap.SetTiles(UnityEngine.Tilemaps.TileChangeData[],System.Boolean)">
- <summary>
- <para>Sets an array of Tiles with additonal properties at the given XYZ coordinates of the corresponding cells in the Tilemap. The Color and Transform of the TileChangeData will take precedence over the values from the Tile.</para>
- </summary>
- <param name="tileChangeDataArray">The array of Tiles with additional properties to place.</param>
- <param name="ignoreLockFlags">Whether to ignore Lock Flags set in the Tile's TileFlags when applying Color and Transform changes from TileChangeData.</param>
- </member>
- <member name="M:UnityEngine.Tilemaps.Tilemap.SetTilesBlock(UnityEngine.BoundsInt,UnityEngine.Tilemaps.TileBase[])">
- <summary>
- <para>Fills bounds with array of Tiles.</para>
- </summary>
- <param name="position">Bounds to be filled.</param>
- <param name="tileArray">An array of Tiles to be placed.</param>
- </member>
- <member name="M:UnityEngine.Tilemaps.Tilemap.SetTransformMatrix(UnityEngine.Vector3Int,UnityEngine.Matrix4x4)">
- <summary>
- <para>Sets the transform matrix of a Tile given the XYZ coordinates of a cell in the Tilemap.</para>
- </summary>
- <param name="position">Position of the Tile on the Tilemap.</param>
- <param name="transform">The transform matrix.</param>
- </member>
- <member name="M:UnityEngine.Tilemaps.Tilemap.SwapTile(UnityEngine.Tilemaps.TileBase,UnityEngine.Tilemaps.TileBase)">
- <summary>
- <para>Swaps all existing Tiles of changeTile to newTile and refreshes all the swapped Tiles.</para>
- </summary>
- <param name="changeTile">Tile to swap.</param>
- <param name="newTile">Tile to swap to.</param>
- </member>
- <member name="T:UnityEngine.Tilemaps.Tilemap.SyncTile">
- <summary>
- <para>A Struct for containing changes to a Tile when it has been changed on a Tilemap.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.Tilemaps.Tilemap.SyncTile.position">
- <summary>
- <para>The position of the Tile on a Tilemap which has changed.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.Tilemaps.Tilemap.SyncTile.tile">
- <summary>
- <para>The Tile at the given position on the Tilemap.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.Tilemaps.Tilemap.SyncTile.tileData">
- <summary>
- <para>The properties of the Tile at the given position on the Tilemap.</para>
- </summary>
- </member>
- <member name="T:UnityEngine.Tilemaps.TilemapCollider2D">
- <summary>
- <para>Collider for 2D physics representing shapes defined by the corresponding Tilemap.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.Tilemaps.TilemapCollider2D.extrusionFactor">
- <summary>
- <para>The amount of Collider shapes each Tile extrudes to facilitate compositing with neighboring Tiles. This eliminates fine gaps between Tiles when using a CompositeCollider2D. This is calculated in Unity units within world space.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.Tilemaps.TilemapCollider2D.hasTilemapChanges">
- <summary>
- <para>Returns true if there are Tilemap changes that require processing for Collider updates. Returns false otherwise.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.Tilemaps.TilemapCollider2D.maximumTileChangeCount">
- <summary>
- <para>Maximum number of Tile Changes accumulated before doing a full collider rebuild instead of an incremental rebuild.</para>
- </summary>
- </member>
- <member name="M:UnityEngine.Tilemaps.TilemapCollider2D.ProcessTilemapChanges">
- <summary>
- <para>Processes Tilemap changes for Collider updates immediately, if there are any.</para>
- </summary>
- </member>
- <member name="T:UnityEngine.Tilemaps.TilemapRenderer">
- <summary>
- <para>The tile map renderer is used to render the tile map marked out by a component.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.Tilemaps.TilemapRenderer.chunkCullingBounds">
- <summary>
- <para>Bounds used for culling of Tilemap chunks.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.Tilemaps.TilemapRenderer.chunkSize">
- <summary>
- <para>Size in number of tiles of each chunk created by the TilemapRenderer.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.Tilemaps.TilemapRenderer.detectChunkCullingBounds">
- <summary>
- <para>Returns whether the TilemapRenderer automatically detects the bounds to extend chunk culling by.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.Tilemaps.TilemapRenderer.maskInteraction">
- <summary>
- <para>Specifies how the Tilemap interacts with the masks.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.Tilemaps.TilemapRenderer.maxChunkCount">
- <summary>
- <para>Maximum number of chunks the TilemapRenderer caches in memory.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.Tilemaps.TilemapRenderer.maxFrameAge">
- <summary>
- <para>Maximum number of frames the TilemapRenderer keeps unused chunks in memory.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.Tilemaps.TilemapRenderer.mode">
- <summary>
- <para>The mode in which the TileMapRenderer batches the for rendering.</para>
- </summary>
- </member>
- <member name="P:UnityEngine.Tilemaps.TilemapRenderer.sortOrder">
- <summary>
- <para>Active sort order for the TilemapRenderer.</para>
- </summary>
- </member>
- <member name="T:UnityEngine.Tilemaps.TilemapRenderer.DetectChunkCullingBounds">
- <summary>
- <para>Returns whether the TilemapRenderer automatically detects the bounds to extend chunk culling by.</para>
- </summary>
- </member>
- <member name="F:UnityEngine.Tilemaps.TilemapRenderer.DetectChunkCullingBounds.Auto">
- <summary>
- <para>The TilemapRenderer will automatically detect the bounds of extension by inspecting the Sprite/s used in the Tilemap.</para>
- </summary>
- </member>
- <member name="F:UnityEngine.Tilemaps.TilemapRenderer.DetectChunkCullingBounds.Manual">
- <summary>
- <para>The user adds in the values used for extend the bounds for culling of Tilemap chunks.</para>
- </summary>
- </member>
- <member name="T:UnityEngine.Tilemaps.TilemapRenderer.Mode">
- <summary>
- <para>Determines how the TilemapRenderer should batch the for rendering.</para>
- </summary>
- </member>
- <member name="F:UnityEngine.Tilemaps.TilemapRenderer.Mode.Chunk">
- <summary>
- <para>Batches each Sprite from the Tilemap into grouped chunks to be rendered.</para>
- </summary>
- </member>
- <member name="F:UnityEngine.Tilemaps.TilemapRenderer.Mode.Individual">
- <summary>
- <para>Sends each Sprite from the Tilemap to be rendered individually.</para>
- </summary>
- </member>
- <member name="T:UnityEngine.Tilemaps.TilemapRenderer.SortOrder">
- <summary>
- <para>Sort order for all tiles rendered by the TilemapRenderer.</para>
- </summary>
- </member>
- <member name="F:UnityEngine.Tilemaps.TilemapRenderer.SortOrder.BottomLeft">
- <summary>
- <para>Sorts tiles for rendering starting from the tile with the lowest X and the lowest Y cell positions.</para>
- </summary>
- </member>
- <member name="F:UnityEngine.Tilemaps.TilemapRenderer.SortOrder.BottomRight">
- <summary>
- <para>Sorts tiles for rendering starting from the tile with the highest X and the lowest Y cell positions.</para>
- </summary>
- </member>
- <member name="F:UnityEngine.Tilemaps.TilemapRenderer.SortOrder.TopLeft">
- <summary>
- <para>Sorts tiles for rendering starting from the tile with the lowest X and the highest Y cell positions.</para>
- </summary>
- </member>
- <member name="F:UnityEngine.Tilemaps.TilemapRenderer.SortOrder.TopRight">
- <summary>
- <para>Sorts tiles for rendering starting from the tile with the highest X and the lowest Y cell positions.</para>
- </summary>
- </member>
- <member name="A:UnityEngine.TilemapModule">
- <summary>
- <para>The Tilemap module implements the Tilemap class.</para>
- </summary>
- </member>
- </members>
- </doc>
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