The RoadTile
example provides the ability to easily layout linear segments onto the TilemapA GameObject that allows you to quickly create 2D levels using tiles and a grid overlay. More info
See in Glossary, such as roads or pipes, with a minimal set of spritesA 2D graphic objects. If you are used to working in 3D, Sprites are essentially just standard textures but there are special techniques for combining and managing sprite textures for efficiency and convenience during development. More info
See in Glossary. The following is a script used to create the Tile.
using UnityEngine;
using UnityEngine.Tilemaps;
using System.Collections;
#if UNITY_EDITOR
using UnityEditor;
#endif
public class RoadTile : Tile
{
public Sprite[] m_Sprites;
public Sprite m_Preview;
// This refreshes itself and other RoadTiles that are orthogonally and diagonally adjacent
public override void RefreshTile(Vector3Int location, ITilemap tilemap)
{
for (int yd = -1; yd <= 1; yd++)
for (int xd = -1; xd <= 1; xd++)
{
Vector3Int position = new Vector3Int(location.x + xd, location.y + yd, location.z);
if (HasRoadTile(tilemap, position))
tilemap.RefreshTile(position);
}
}
// This determines which sprite is used based on the RoadTiles that are adjacent to it and rotates it to fit the other tiles.
// As the rotation is determined by the RoadTile, the TileFlags.OverrideTransform is set for the tile.
public override void GetTileData(Vector3Int location, ITilemap tilemap, ref TileData tileData)
{
int mask = HasRoadTile(tilemap, location + new Vector3Int(0, 1, 0)) ? 1 : 0;
mask += HasRoadTile(tilemap, location + new Vector3Int(1, 0, 0)) ? 2 : 0;
mask += HasRoadTile(tilemap, location + new Vector3Int(0, -1, 0)) ? 4 : 0;
mask += HasRoadTile(tilemap, location + new Vector3Int(-1, 0, 0)) ? 8 : 0;
int index = GetIndex((byte)mask);
if (index >= 0 && index < m_Sprites.Length)
{
tileData.sprite = m_Sprites[index];
tileData.color = Color.white;
var m = tileData.transform;
m.SetTRS(Vector3.zero, GetRotation((byte) mask), Vector3.one);
tileData.transform = m;
tileData.flags = TileFlags.LockTransform;
tileData.colliderType = ColliderType.None;
}
else
{
Debug.LogWarning("Not enough sprites in RoadTile instance");
}
}
// This determines if the Tile at the position is the same RoadTile.
private bool HasRoadTile(ITilemap tilemap, Vector3Int position)
{
return tilemap.GetTile(position) == this;
}
// The following determines which sprite to use based on the number of adjacent RoadTiles
private int GetIndex(byte mask)
{
switch (mask)
{
case 0: return 0;
case 3:
case 6:
case 9:
case 12: return 1;
case 1:
case 2:
case 4:
case 5:
case 10:
case 8: return 2;
case 7:
case 11:
case 13:
case 14: return 3;
case 15: return 4;
}
return -1;
}
// The following determines which rotation to use based on the positions of adjacent RoadTiles
private Quaternion GetRotation(byte mask)
{
switch (mask)
{
case 9:
case 10:
case 7:
case 2:
case 8:
return Quaternion.Euler(0f, 0f, -90f);
case 3:
case 14:
return Quaternion.Euler(0f, 0f, -180f);
case 6:
case 13:
return Quaternion.Euler(0f, 0f, -270f);
}
return Quaternion.Euler(0f, 0f, 0f);
}
#if UNITY_EDITOR
// The following is a helper that adds a menu item to create a RoadTile Asset
[MenuItem("Assets/Create/RoadTile")]
public static void CreateRoadTile()
{
string path = EditorUtility.SaveFilePanelInProject("Save Road Tile", "New Road Tile", "Asset", "Save Road Tile", "Assets");
if (path == "")
return;
AssetDatabase.CreateAsset(ScriptableObject.CreateInstance<RoadTile>(), path);
}
#endif
}