Class TileMapPattern
- Namespace
- Godot
- Assembly
- GodotSharp.dll
This resource holds a set of cells to help bulk manipulations of TileMap.
A pattern always start at the (0,0)
coordinates and cannot have cells with negative coordinates.
public class TileMapPattern : Resource, IDisposable
- Inheritance
-
TileMapPattern
- Implements
- Inherited Members
Constructors
TileMapPattern()
public TileMapPattern()
Methods
GetCellAlternativeTile(Vector2I)
Returns the tile alternative ID of the cell at coords
.
public int GetCellAlternativeTile(Vector2I coords)
Parameters
coords
Vector2I
Returns
GetCellAtlasCoords(Vector2I)
Returns the tile atlas coordinates ID of the cell at coords
.
public Vector2I GetCellAtlasCoords(Vector2I coords)
Parameters
coords
Vector2I
Returns
GetCellSourceId(Vector2I)
Returns the tile source ID of the cell at coords
.
public int GetCellSourceId(Vector2I coords)
Parameters
coords
Vector2I
Returns
GetSize()
Returns the size, in cells, of the pattern.
public Vector2I GetSize()
Returns
GetUsedCells()
Returns the list of used cell coordinates in the pattern.
public Array<Vector2I> GetUsedCells()
Returns
HasCell(Vector2I)
Returns whether the pattern has a tile at the given coordinates.
public bool HasCell(Vector2I coords)
Parameters
coords
Vector2I
Returns
HasGodotClassMethod(in godot_string_name)
Check if the type contains a method with the given name. This method is used by Godot to check if a method exists before invoking it. Do not call or override this method.
protected override bool HasGodotClassMethod(in godot_string_name method)
Parameters
method
godot_string_nameName of the method to check for.
Returns
HasGodotClassSignal(in godot_string_name)
Check if the type contains a signal with the given name. This method is used by Godot to check if a signal exists before raising it. Do not call or override this method.
protected override bool HasGodotClassSignal(in godot_string_name signal)
Parameters
signal
godot_string_nameName of the signal to check for.
Returns
InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant)
Invokes the method with the given name, using the given arguments. This method is used by Godot to invoke methods from the engine side. Do not call or override this method.
protected override bool InvokeGodotClassMethod(in godot_string_name method, NativeVariantPtrArgs args, out godot_variant ret)
Parameters
method
godot_string_nameName of the method to invoke.
args
NativeVariantPtrArgsArguments to use with the invoked method.
ret
godot_variantValue returned by the invoked method.
Returns
IsEmpty()
Returns whether the pattern is empty or not.
public bool IsEmpty()
Returns
RemoveCell(Vector2I, bool)
Remove the cell at the given coordinates.
public void RemoveCell(Vector2I coords, bool updateSize)
Parameters
SetCell(Vector2I, int, Vector2I?, int)
Sets the tile identifiers for the cell at coordinates coords
. See SetCell(int, Vector2I, int, Vector2I?, int).
public void SetCell(Vector2I coords, int sourceId = -1, Vector2I? atlasCoords = null, int alternativeTile = -1)
Parameters
coords
Vector2IsourceId
intatlasCoords
Vector2I?If the parameter is null, then the default value is
new Vector2I(-1, -1)
.alternativeTile
int
SetSize(Vector2I)
Sets the size of the pattern.
public void SetSize(Vector2I size)
Parameters
size
Vector2I