Version: 2020.1
言語: 日本語

GridBrushBase

class in UnityEngine

/

継承:ScriptableObject

マニュアルに切り替える

説明

Base class for authoring data on a grid with grid painting tools like paint, erase, pick, select and fill.

Inheriting this class and/or creating brush asset instances from your inherited class, you can create custom brushes which react to high level grid events like paint, erase, pick, select and fill.

using UnityEngine;

// Paints two Prefabs in checkerboard pattern [CreateAssetMenu] public class CheckerboardBrush : GridBrushBase { public GameObject prefabA; public GameObject prefabB;

public override void Paint(GridLayout grid, GameObject brushTarget, Vector3Int position) { bool evenCell = Mathf.Abs(position.y + position.x) % 2 > 0; GameObject toBeInstantiated = evenCell ? prefabA : prefabB;

if (toBeInstantiated != null) { GameObject newInstance = Instantiate(toBeInstantiated, grid.CellToWorld(position), Quaternion.identity); newInstance.transform.SetParent(brushTarget.transform); } } }

Public 関数

BoxEraseErases data on a grid within the given bounds.
BoxFillBox fills tiles and GameObjects into given bounds within the selected layers.
ChangeZPositionChanges the Z position of the GridBrushBase.
EraseErases data on a grid within the given bounds.
FlipFlips the grid brush in the given FlipAxis.
FloodFillFlood fills data onto a grid given the starting coordinates of the cell.
MoveMove is called when user moves the area previously selected with the selection marquee.
MoveEndMoveEnd is called when user has ended the move of the area previously selected with the selection marquee.
MoveStartMoveEnd is called when user starts moving the area previously selected with the selection marquee.
PaintPaints data into a grid within the given bounds.
PickPicks data from a grid given the coordinates of the cells.
ResetZPositionResets Z position changes of the GridBrushBase.
RotateRotates all tiles on the grid brush with the given RotationDirection.
SelectSelect an area of a grid.

継承メンバー

変数

hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameオブジェクト名

Public 関数

GetInstanceIDオブジェクトのインスタンス ID を返します
ToStringReturns the name of the object.

Static 関数

DestroyRemoves a GameObject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindObjectOfTypeタイプ type から最初に見つけたアクティブのオブジェクトを返します
FindObjectsOfTypeGets a list of all loaded objects of Type type.
Instantiateoriginal のオブジェクトをクローンします
CreateInstanceScriptableObject のインスタンスを作成します。

Operator

boolオブジェクトが存在するかどうか
operator !=二つのオブジェクトが異なるオブジェクトを参照しているか比較します
operator ==2つのオブジェクト参照が同じオブジェクトを参照しているか比較します。

メッセージ

Awake ScriptableObject スクリプトを開始するとき、この関数は呼び出されます。
OnDestroyScriptableObject が破棄されるとき、この関数は呼び出されます。
OnDisableScriptableObject クラスのオブジェクトがスコープを外れるとき、この関数は呼び出されます。
OnEnableオブジェクトがロードされたとき、この関数は呼び出されます。
OnValidateThis function is called when the script is loaded or a value is changed in the Inspector (Called in the editor only).
Resetデフォルト値にリセットします
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