메소드 |
설명 |
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IUpdatable ( ) : void |
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TiledMapComponent ( TiledMap tiledMap, string collisionLayerName = null, bool shouldCreateColliders = true ) : System |
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addColliders ( ) : void |
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debugRender ( Graphics graphics ) : void |
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getColumnAtWorldPosition ( float xPos ) : int |
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getRowAtWorldPosition ( float yPos ) : int |
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getTileAtWorldPosition ( Vector2 worldPos ) : TiledTile |
this method requires that you are using a collision layer setup in the constructor. |
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getTilesIntersectingBounds ( Rectangle bounds ) : List |
gets all the non-empty tiles that intersect the passed in bounds for the collision layer. The returned List can be put back in the pool via ListPool.free. |
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onAddedToEntity ( ) : void |
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onEntityTransformChanged ( Transform comp ) : void |
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onRemovedFromEntity ( ) : void |
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removeColliders ( ) : void |
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render ( Graphics graphics, Camera camera ) : void |
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renderObjectGroup ( TiledObjectGroup group, Graphics graphics ) : void |
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setLayerToRender ( string layerName ) : void |
sets this component to only render a single layer |
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setLayersToRender ( ) : void |
sets which layers should be rendered by this component by name. If you know the indices you can set layerIndicesToRender directly. |
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