using System;
namespace UnityEngine.Tilemaps
{
///
/// Animated Tiles are tiles which run through and display a list of sprites in sequence.
///
[Serializable]
[HelpURL("https://docs.unity3d.com/Packages/com.unity.2d.tilemap.extras@latest/index.html?subfolder=/manual/AnimatedTile.html")]
public class AnimatedTile : TileBase
{
///
/// The List of Sprites set for the Animated Tile.
/// This will be played in sequence.
///
public Sprite[] m_AnimatedSprites;
///
/// The minimum possible speed at which the Animation of the Tile will be played.
/// A speed value will be randomly chosen between the minimum and maximum speed.
///
public float m_MinSpeed = 1f;
///
/// The maximum possible speed at which the Animation of the Tile will be played.
/// A speed value will be randomly chosen between the minimum and maximum speed.
///
public float m_MaxSpeed = 1f;
///
/// The starting time of this Animated Tile.
/// This allows you to start the Animation from time in the list of Animated Sprites depending on the
/// Tilemap's Animation Frame Rate.
///
public float m_AnimationStartTime;
///
/// The starting frame of this Animated Tile.
/// This allows you to start the Animation from a particular Sprite in the list of Animated Sprites.
/// If this is set, this overrides m_AnimationStartTime.
///
public int m_AnimationStartFrame = 0;
///
/// The Collider Shape generated by the Tile.
///
public Tile.ColliderType m_TileColliderType;
#if UNITY_2022_2_OR_NEWER
///
/// Flags for controlling the Tile Animation.
///
public TileAnimationFlags m_TileAnimationFlags;
#endif
///
/// Retrieves any tile rendering data from the scripted tile.
///
/// Position of the Tile on the Tilemap.
/// The Tilemap the tile is present on.
/// Data to render the tile.
public override void GetTileData(Vector3Int position, ITilemap tilemap, ref TileData tileData)
{
tileData.transform = Matrix4x4.identity;
tileData.color = Color.white;
if (m_AnimatedSprites != null && m_AnimatedSprites.Length > 0)
{
tileData.sprite = m_AnimatedSprites[m_AnimatedSprites.Length - 1];
tileData.colliderType = m_TileColliderType;
}
}
///
/// Retrieves any tile animation data from the scripted tile.
///
/// Position of the Tile on the Tilemap.
/// The Tilemap the tile is present on.
/// Data to run an animation on the tile.
/// Whether the call was successful.
public override bool GetTileAnimationData(Vector3Int position, ITilemap tilemap, ref TileAnimationData tileAnimationData)
{
if (m_AnimatedSprites.Length > 0)
{
tileAnimationData.animatedSprites = m_AnimatedSprites;
tileAnimationData.animationSpeed = Random.Range(m_MinSpeed, m_MaxSpeed);
tileAnimationData.animationStartTime = m_AnimationStartTime;
#if UNITY_2022_2_OR_NEWER
tileAnimationData.flags = m_TileAnimationFlags;
#endif
if (0 < m_AnimationStartFrame && m_AnimationStartFrame <= m_AnimatedSprites.Length)
{
var tilemapComponent = tilemap.GetComponent();
if (tilemapComponent != null && tilemapComponent.animationFrameRate > 0)
tileAnimationData.animationStartTime = (m_AnimationStartFrame - 1) / tilemapComponent.animationFrameRate;
}
return true;
}
return false;
}
}
}