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Selectors
Selectors are used by the layout system to determine what and how to load. Each Selector has a reference to one or more TileFabs (but usually just one) and a LoadFlags field. There are two types provided with this distribution: SingleFabChunkSelector and Chun...
TSceneInitializer
You use one of the SetScene overloads of ChunkedSceneManager to change TScenes. The very last thing that TpChunkedSceneManager.SetScene does prior to invoking the OnAfterTSceneChange callback is to evaluate all the Initializers for each TSceneSpec in the TScen...
About the Layout Demo
Save Files There are two different types of save files: CdemoSaveFile.txt: contains the GUID of the current TScene (the GUID in the left column of the TSceneList asset’s custom editor window). CdemoSaveFile_guidstring.txt: contains JSON representing the data ...
Using PositionDb Service with Layout
The TilePositionDb is a Scriptable Runtime Service: it’s an optional feature that you can use to keep track of what positions are occupied on one or more Tilemaps. The intent is to make collision detection easier in certain situations; typically, turn-based ga...
Basics
In most cases, the class that you want to subclass is TilePlusBase. But you might want to extend from one of the supplied tiles like TpFlexAnimatedTile. Many TilePlus Tiles’ fields, properties, and methods are marked as ‘virtual’ so they can easily be overridd...
ITilePlus
This is the main interface for TilePlus tiles. Almost all of the interface is implemented in TilePlusBase. When creating new tiles you'd normally be inheriting from TilePlusBase, TpFlexAnimatedTile or TpSlideShow which complete the remaining methods and/or pro...
ITpMessaging
ITpMessaging is used to implement targets for the Messaging Service. It's pretty simple: /// <summary> /// Interface for using TpLib SendMessage methods. /// <...
ITpPersistence
This interface specifies endpoints for save and restore data. It's something optional and a bit low-level. But it's an easy way to save and restore TPT tile's instance data of your choosing. public interface ITpPersistence<out TR, in T> : ITpPersistenceBase ...
Others
These are mostly for internal use. IActionPlugin Used with ZoneActions and EventActions to provide a way to have a second asset (typ, a Scriptable Obj but can be any UnityEngine.Object) be inspectable thru the IMGUI tile editor (selection inspector). Note that...
Layout-Related
ITSceneInitializer Scene Initializers are used as a way to move scene initialization code into Scriptable Object assets, and are discussed here. IChunkSelector Selectors are used by the Layout system to find out what to put where, and are discussed here.
UI Tiles
UiButton This is the simplest UI element, implementing a momentary button. Subclass of TpSlideShow When clicked, the color changes. Hovering isn't supported. It doesn't support SetValue (since it's momentary) nor any effects. Except for ITpUiControl.GetCharVa...
ITpUiControl
public interface ITpUiControl { /// <summary> /// Set c...
UI System?
No, it's not a replacement for Unity's native UI systems. There are enough of those already! It's a way to have click/touch and hover type interactions with on-screen TPT tiles and can be used to add interactivity to tiles. But there's no UI builder - you have...
TpLibInit and TpLib Memory allocation
The static library TpLib.cs has several Dictionaries that keep track of all TPT tiles. The initial size of these dictionaries is set by constants in the TpLib.cs file. Similarly, pooled Dictionaries and Lists have a constant size when new pooled instances are ...
Origin
Why Toolkit was created: archive of a blog. Articles.pdf
Basic Demo
Purpose This demo just shows some very basic use. Before you click Play, notice that there are three of each sort of tile. When the demo is Playing, it first copies and pastes the existing tiles so that there are 6 of each type. This shows how you can dup...
Top-Down Layout
Important: This demo requires the New Input System and won't work unless it's enabled. Purpose This demo uses almost every main feature of the TilePlus system. Tile Scenes and Initializers TileFabs and Bundles TpMessaging, TpSpawner, TpTilePositionDb, and Tp...
TileUi
Purpose Demonstrate Sample UI 'elements' made from tiles. It's not a complete UI system and it's not made to be. BUT it's an easy way to add interactive features to your 2D game. A button does not have to look like one! Requires 'New Input System' Thi...