![]() |
TilePlus Version 5
Unity3D Tilemap Extension
|
-—BASE CLASS ONLY-— Assets of this type are added as refs to TPT tiles. Takes an action when a TileEvent is evaluated by a controlling program. Such a program can, when handling events, see if there's a ref to one in a tile and execute its code. Moves code from center to edges. More...


Public Member Functions | |
| virtual bool | Exec (TilePlusBase tile, object? obj=null) |
| Execute event handler. | |
Public Attributes | |
| ScriptableObject? | m_Subasset |
| A subasset: optional. | |
Properties | |
| virtual bool | Incomplete [get] |
| DEFAULT if not overriden is TRUE. If true, this EventAction doesn't do everything needed, and TpEvents.ProcessEvents will not remove the tile reference from the output list. | |
-—BASE CLASS ONLY-— Assets of this type are added as refs to TPT tiles. Takes an action when a TileEvent is evaluated by a controlling program. Such a program can, when handling events, see if there's a ref to one in a tile and execute its code. Moves code from center to edges.
Note that the tile instance passed in is NOT saved. This is intentional to avoid memory leaks and other issues.
You don’t want to maintain state of any kind in an Event Action asset’s code unless you use that Action in only ONE tile asset. Similarly to other assets, changing serialized values in these assets in Editor-Play mode can cause all sorts of issues.
|
virtual |
Execute event handler.
Overrides should use base class to ensure tile isn't null
| ScriptableObject? TilePlus.TpTileEventAction.m_Subasset |
A subasset: optional.
if it exists, the object field in the SelectionInspector will have an additonal button to open this in a popup inspector.
|
get |
DEFAULT if not overriden is TRUE. If true, this EventAction doesn't do everything needed, and TpEvents.ProcessEvents will not remove the tile reference from the output list.