3using UnityEngine.Tilemaps;
21 if( !Application.IsPlaying( gameObject ) )
39 if( !Application.IsPlaying( gameObject ) )
58 if( !Application.IsPlaying( gameObject ) )
62 Vector3Int startCell =
m_Tilemap.cellBounds.min;
63 Vector3Int endCell =
m_Tilemap.cellBounds.max;
65 for(
int x = startCell.x; x < endCell.x; x++ )
67 for(
int y = startCell.y; y < endCell.y; y++ )
69 TileBase tile =
m_Tilemap.GetTile(
new Vector3Int( x, y, 0) );
83 if( !Application.IsPlaying( gameObject ) )
85 Debug.Log(
"DISABLE PROPERTY TILEMAPS");
GridBoolProperty
Describes the Grid bool property. Each grid holds following information.
Holds grid information x and y coordinate.
Holds information about grid of every scene.
This ScriptableObject object asset will contain all the information of each scene.
List< GridProperty > m_GridPropertyList
For every grid, we read our tilemap and add to this list.
This script by default will execute on both editor and runtime.
SO_GridProperties m_GridProperties
void OnDisable()
Only populate in the editor time. Upon disable, it will capture all the details of tilemap and save i...
void UpdateGridProperties()
Goes through the tilemap and captures everything on there.
void OnEnable()
Only populate in the editor time. Clear the grid property list allowing it to store new values.
GridBoolProperty m_GridBoolProperty