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Vector2i

RB.MapSpriteSet

Method  -  Static

public static void MapSpriteSet(int layer, Vector2i tilePos, int sprite, int flags = 0)
public static void MapSpriteSet(int layer, Vector2i tilePos, int sprite, Color32 tintColor, int flags = 0)
public static void MapSpriteSet(int layer, Vector2i tilePos, string spriteName, int flags = 0)
public static void MapSpriteSet(int layer, Vector2i tilePos, string spriteName, Color32 tintColor, int flags = 0)
public static void MapSpriteSet(int layer, Vector2i tilePos, FastString spriteName, int flags = 0)
public static void MapSpriteSet(int layer, Vector2i tilePos, FastString spriteName, Color32 tintColor, int flags = 0)
public static void MapSpriteSet(int layer, Vector2i tilePos, PackedSpriteID spriteID, int flags = 0)
public static void MapSpriteSet(int layer, Vector2i tilePos, PackedSpriteID spriteID, Color32 tintColor, int flags = 0)
public static void MapSpriteSet(int layer, Vector2i tilePos, PackedSprite sprite, int flags = 0)
public static void MapSpriteSet(int layer, Vector2i tilePos, PackedSprite sprite, Color32 tintColor, int flags = 0)

Parameters

layer int Map layer
tilePos Vector2i Tile position
sprite int Sprite index
flags int Sprite flags
tintColor Color32 Tint color
spriteName string Packed sprite name
spriteID PackedSpriteID Packed Sprite ID from RB.PackedSpriteID
sprite PackedSprite Packed sprite from RB.PackedSprite

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);

    // Generate tiles for square island
    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