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RB.MapSpriteSet
Method - Static
public static void MapSpriteSet(int layer, Vector2i tilePos, int sprite, int flags = 0)
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public static void MapSpriteSet(int layer, Vector2i tilePos, int sprite, Color32 tintColor, int flags = 0)
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public static void MapSpriteSet(int layer, Vector2i tilePos, string spriteName, int flags = 0)
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public static void MapSpriteSet(int layer, Vector2i tilePos, string spriteName, Color32 tintColor, int flags = 0)
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public static void MapSpriteSet(int layer, Vector2i tilePos, FastString spriteName, int flags = 0)
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public static void MapSpriteSet(int layer, Vector2i tilePos, FastString spriteName, Color32 tintColor, int flags = 0)
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public static void MapSpriteSet(int layer, Vector2i tilePos, PackedSpriteID spriteID, int flags = 0)
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public static void MapSpriteSet(int layer, Vector2i tilePos, PackedSpriteID spriteID, Color32 tintColor, int flags = 0)
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public static void MapSpriteSet(int layer, Vector2i tilePos, PackedSprite sprite, int flags = 0)
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public static void MapSpriteSet(int layer, Vector2i tilePos, PackedSprite sprite, Color32 tintColor, int flags = 0)
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Parameters
layer
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int
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Map layer
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tilePos
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Vector2i
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Tile position
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sprite
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int
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Sprite index
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flags
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int
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Sprite flags
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tintColor
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Color32
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Tint color
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spriteName
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string
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Packed sprite name
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spriteID
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PackedSpriteID
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Packed Sprite ID from RB.PackedSpriteID |
sprite
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PackedSprite
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Packed sprite from RB.PackedSprite
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Returns
Nothing.
Description
Set the tilemap sprite at the given layer and tile position, with optional flags and tintColor. Note that in a tilemap layer all tiles are of the same size, which is inherited from the sprite size of the sprite sheet assigned to the layer with RB.MapLayerSpriteSheetSet.
The given flags correspond to the same flags as used when drawing sprites with RB.DrawSprite. This allows for flipping and rotating tiles.
Example
SpriteSheetAsset
spriteTerrain = new SpriteSheetAsset(); const int LAYER_TERRAIN = 0;
void Initialize() { int width = 16; int height = 16;
RB.MapLayerSpriteSheetSet(LAYER_TERRAIN, spriteTerrain);
for (int x = 0; x < width; x++) { for (int y = 0; y < height; y++) { bool onEdge = x == 0 || y == 0 || x == (width - 1) || y == (height - 1);
string sprite = "grass"; if (onEdge) { sprite = "water"; }
RB.MapSpriteSet(LAYER_TERRAIN, new Vector2i(x, y), sprite); } } } |
See Also
RB.MapSpriteGet
RB.MapLayerSpriteSheetSet
See Docs
Features - Tilemaps
Features - Setting or Getting Tile Info
Features - Changing Layer Sprite Sheet
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