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Unity Engine


RefreshTiles(NativeArray<Vector3Int>)

Refreshes Tiles at the given xyz coordinates of cells in the Tilemap from the array.
Read time 1 minuteLast updated 9 days ago

Definition

public void RefreshTiles(NativeArray<Vector3Int> positionArray)

Parameters

An array of positions of Tiles on the Tilemap to refresh.

Examples

using Unity.Collections;using UnityEngine;using UnityEngine.Tilemaps; // Tile that displays a Sprite when it is alone and a different Sprite when it is orthogonally adjacent to the same NeighourTile[CreateAssetMenu]public class NeighbourTile : TileBase{ public Sprite spriteA; public Sprite spriteB; public override void RefreshTile(Vector3Int position, ITilemap tilemap) { var refreshPositions = new NativeArray<Vector3Int>(5, Allocator.Temp); var i = 0; for (int yd = -1; yd <= 1; yd += 2) { Vector3Int location = new Vector3Int(position.x, position.y + yd, position.z); refreshPositions[i++] = location; } for (int xd = -1; xd <= 1; xd += 2) { Vector3Int location = new Vector3Int(position.x + xd, position.y, position.z); refreshPositions[i++] = location; } refreshPositions[i] = position; tilemap.RefreshTiles(refreshPositions); } public override void GetTileData(Vector3Int position, ITilemap tilemap, ref TileData tileData) { tileData.sprite = spriteA; for (int yd = -1; yd <= 1; yd += 2) { Vector3Int location = new Vector3Int(position.x, position.y + yd, position.z); if (IsNeighbour(location, tilemap)) tileData.sprite = spriteB; } for (int xd = -1; xd <= 1; xd += 2) { Vector3Int location = new Vector3Int(position.x + xd, position.y, position.z); if (IsNeighbour(location, tilemap)) tileData.sprite = spriteB; } } private bool IsNeighbour(Vector3Int position, ITilemap tilemap) { TileBase tile = tilemap.GetTile(position); return (tile != null && tile == this); }}