![]() |
TilePlus Version 5
Unity3D Tilemap Extension
|
Namespaces | |
| namespace | TilePlus |
Enumerations | |
| enum | TilePlus.SpriteClearMode { TilePlus.Ignore , TilePlus.ClearInSceneView , TilePlus.ClearOnStart , TilePlus.ClearInSceneViewAndOnStart } |
| SpriteClearMode: ClearInSceneView: the tile sprite is cleared during edit time Note that the tile itself is still present, just not visible. Why do this? You can have a tile showing in the palette but when placed you don't want to see it anymore, ie you're only using the tile's sprite so you can see something in the palette. You could for example have a sprite that's some text like "waypoint" so it'd display that in the palette but not appear after the tile is placed. Useful w/ prefabs. ClearOnStart: Clears the sprite when the app begins ClearInSceneViewAndOnStart = ClearInSceneView + ClearOnStart. More... | |
| enum | TilePlus.ColliderMode { TilePlus.NoOverride , TilePlus.Sprite , TilePlus.Grid , TilePlus.NoCollider } |
| Force the tile sprite collider mode. More... | |
| enum | TilePlus.TilePlusState { TilePlus.Asset , TilePlus.Clone , TilePlus.Locked } |
| Indicates the state of the tile. More... | |
| enum | TilePlus.TileResetOperation { TilePlus.MakeLockedAsset , TilePlus.MakeNormalAsset , TilePlus.UnlockAndClone , TilePlus.MakeCopy , TilePlus.SetCloneState , TilePlus.ClearGuid , TilePlus.ResetLocalState , TilePlus.Restore } |
| how is this tile being reset? More... | |
| enum | TilePlus.OversizeSpriteMode { TilePlus.Ignore , TilePlus.Auto , TilePlus.Manual } |
| How to handle oversize sprites, if at all. More... | |