版本: Unity 6 (6000.0)
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  • C#

TileBase.RefreshTile

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声明

public void RefreshTile(Vector3Int position, Tilemaps.ITilemap tilemap);

参数

position 瓦片在 Tilemap 上的位置。
tilemap 瓦片所在的 Tilemap

描述

当瓦片刷新时,会调用此方法。

实现此方法并在所有受影响的 瓦片 上调用 Tilemap.RefreshTile,包括给定位置处的瓦片,以刷新它们。如果瓦片的放置会影响相邻瓦片的属性,这也很有用。

using UnityEngine;
using UnityEngine.Tilemaps;

// Tile that displays a Sprite when it is alone and a different Sprite when it is orthogonally adjacent to the same NeighourTile [CreateAssetMenu] public class NeighbourTile : TileBase { public Sprite spriteA; public Sprite spriteB;

public override void RefreshTile(Vector3Int position, ITilemap tilemap) { for (int yd = -1; yd <= 1; yd++) { Vector3Int location = new Vector3Int(position.x, position.y + yd, position.z); if (IsNeighbour(location, tilemap)) tilemap.RefreshTile(location); } for (int xd = -1; xd <= 1; xd++) { Vector3Int location = new Vector3Int(position.x + xd, position.y, position.z); if (IsNeighbour(location, tilemap)) tilemap.RefreshTile(location); } }

public override void GetTileData(Vector3Int position, ITilemap tilemap, ref TileData tileData) { tileData.sprite = spriteA; for (int yd = -1; yd <= 1; yd += 2) { Vector3Int location = new Vector3Int(position.x, position.y + yd, position.z); if (IsNeighbour(location, tilemap)) tileData.sprite = spriteB; } for (int xd = -1; xd <= 1; xd += 2) { Vector3Int location = new Vector3Int(position.x + xd, position.y, position.z); if (IsNeighbour(location, tilemap)) tileData.sprite = spriteB; } }

private bool IsNeighbour(Vector3Int position, ITilemap tilemap) { TileBase tile = tilemap.GetTile(position); return (tile != null && tile == this); } }