Property | Type | Description | |
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collisionLayer | Nez.Tiled.TiledTileLayer | ||
layerIndicesToRender | int[] | ||
physicsLayer | int | ||
tiledMap | TiledMap |
Method | Description | |
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IUpdatable ( ) : void | ||
TiledMapComponent ( TiledMap tiledMap, string collisionLayerName = null, bool shouldCreateColliders = true ) : System | ||
addColliders ( ) : void | ||
debugRender ( |
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getColumnAtWorldPosition ( float xPos ) : int | ||
getRowAtWorldPosition ( float yPos ) : int | ||
getTileAtWorldPosition ( Vector2 worldPos ) : |
this method requires that you are using a collision layer setup in the constructor.
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getTilesIntersectingBounds ( |
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 | ||
onEntityTransformChanged ( |
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onRemovedFromEntity ( ) : void | ||
removeColliders ( ) : void | ||
render ( |
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renderObjectGroup ( |
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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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public TiledMapComponent ( TiledMap tiledMap, string collisionLayerName = null, bool shouldCreateColliders = true ) : System | ||
tiledMap | TiledMap | |
collisionLayerName | string | |
shouldCreateColliders | bool | |
return | System |
public debugRender ( |
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graphics | ||
return | void |
public getColumnAtWorldPosition ( float xPos ) : int | ||
xPos | float | |
return | int |
public getRowAtWorldPosition ( float yPos ) : int | ||
yPos | float | |
return | int |
public getTileAtWorldPosition ( Vector2 worldPos ) : |
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worldPos | Vector2 | World position. |
return |
public getTilesIntersectingBounds ( |
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bounds | Bounds. | |
return | List |
public onEntityTransformChanged ( |
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comp | ||
return | void |
public render ( |
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graphics | ||
camera | ||
return | void |
public renderObjectGroup ( |
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group | ||
graphics | ||
return | void |
public setLayerToRender ( string layerName ) : void | ||
layerName | string | Layer name. |
return | void |
public TiledTileLayer,Nez.Tiled collisionLayer | ||
return | Nez.Tiled.TiledTileLayer |