Fuujuhime/Game_Data/Managed/UnityEngine.TilemapModule.xml

921 lines
39 KiB
XML

<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
<members>
<assembly>
<name>UnityEngine.TilemapModule</name>
</assembly>
<member name="T:UnityEngine.CustomGridBrushAttribute">
<summary>
<para>Attribute to define the class as a grid brush and to make it available in the palette window.</para>
</summary>
</member>
<member name="P:UnityEngine.CustomGridBrushAttribute.defaultBrush">
<summary>
<para>If set to true, brush will replace Unity built-in brush as the default brush in palette window.
Only one class at any one time should set defaultBrush to true.</para>
</summary>
</member>
<member name="P:UnityEngine.CustomGridBrushAttribute.defaultName">
<summary>
<para>Name of the default instance of this brush.</para>
</summary>
</member>
<member name="P:UnityEngine.CustomGridBrushAttribute.hideAssetInstances">
<summary>
<para>Hide all asset instances of this brush in the tile palette window.</para>
</summary>
</member>
<member name="P:UnityEngine.CustomGridBrushAttribute.hideDefaultInstance">
<summary>
<para>Hide the default instance of brush in the tile palette window.</para>
</summary>
</member>
<member name="M:UnityEngine.CustomGridBrushAttribute.#ctor">
<summary>
<para>Attribute to define the class as a grid brush and to make it available in the palette window.</para>
</summary>
<param name="defaultBrush">If set to true, brush will replace Unity built-in brush as the default brush in palette window.</param>
<param name="defaultName">Name of the default instance of this brush.</param>
<param name="hideAssetInstanes">Hide all asset instances of this brush in the tile palette window.</param>
<param name="hideDefaultInstance">Hide the default instance of brush in the tile palette window.</param>
<param name="hideAssetInstances"></param>
</member>
<member name="M:UnityEngine.CustomGridBrushAttribute.#ctor(System.Boolean,System.Boolean,System.Boolean,System.String)">
<summary>
<para>Attribute to define the class as a grid brush and to make it available in the palette window.</para>
</summary>
<param name="defaultBrush">If set to true, brush will replace Unity built-in brush as the default brush in palette window.</param>
<param name="defaultName">Name of the default instance of this brush.</param>
<param name="hideAssetInstanes">Hide all asset instances of this brush in the tile palette window.</param>
<param name="hideDefaultInstance">Hide the default instance of brush in the tile palette window.</param>
<param name="hideAssetInstances"></param>
</member>
<member name="T:UnityEngine.GridBrushBase">
<summary>
<para>Base class for authoring data on a grid with grid painting tools like paint, erase, pick, select and fill.</para>
</summary>
</member>
<member name="M:UnityEngine.GridBrushBase.BoxErase(UnityEngine.GridLayout,UnityEngine.GameObject,UnityEngine.BoundsInt)">
<summary>
<para>Erases data on a grid within the given bounds.</para>
</summary>
<param name="gridLayout"> used for layout.</param>
<param name="brushTarget">Target of the erase operation. By default the currently selected GameObject.</param>
<param name="position">The bounds to erase data from.</param>
</member>
<member name="M:UnityEngine.GridBrushBase.BoxFill(UnityEngine.GridLayout,UnityEngine.GameObject,UnityEngine.BoundsInt)">
<summary>
<para>Box fills tiles and GameObjects into given bounds within the selected layers.</para>
</summary>
<param name="gridLayout"> used for layout.</param>
<param name="brushTarget">Target of box fill operation. By default the currently selected GameObject.</param>
<param name="position">The bounds to box fill data to.</param>
</member>
<member name="M:UnityEngine.GridBrushBase.Erase(UnityEngine.GridLayout,UnityEngine.GameObject,UnityEngine.Vector3Int)">
<summary>
<para>Erases data on a grid within the given bounds.</para>
</summary>
<param name="grid"> used for layout.</param>
<param name="brushTarget">Target of the erase operation. By default the currently selected GameObject.</param>
<param name="position">The coordinates of the cell to erase data from.</param>
<param name="gridLayout"></param>
</member>
<member name="M:UnityEngine.GridBrushBase.Flip(UnityEngine.GridBrushBase/FlipAxis,UnityEngine.GridLayout/CellLayout)">
<summary>
<para>Flips the grid brush in the given FlipAxis.</para>
</summary>
<param name="flip">Axis to flip by.</param>
<param name="layout">CellLayout for flipping.</param>
</member>
<member name="T:UnityEngine.GridBrushBase.FlipAxis">
<summary>
<para>Axis to flip tiles in the GridBrushBase by.</para>
</summary>
</member>
<member name="F:UnityEngine.GridBrushBase.FlipAxis.X">
<summary>
<para>Flip the brush in the X Axis.</para>
</summary>
</member>
<member name="F:UnityEngine.GridBrushBase.FlipAxis.Y">
<summary>
<para>Flip the brush in the Y Axis.</para>
</summary>
</member>
<member name="M:UnityEngine.GridBrushBase.FloodFill(UnityEngine.GridLayout,UnityEngine.GameObject,UnityEngine.Vector3Int)">
<summary>
<para>Flood fills data onto a grid given the starting coordinates of the cell.</para>
</summary>
<param name="gridLayout"> used for layout.</param>
<param name="brushTarget">Targets of flood fill operation. By default the currently selected GameObject.</param>
<param name="position">Starting position of the flood fill.</param>
</member>
<member name="M:UnityEngine.GridBrushBase.Move(UnityEngine.GridLayout,UnityEngine.GameObject,UnityEngine.BoundsInt,UnityEngine.BoundsInt)">
<summary>
<para>Move is called when user moves the area previously selected with the selection marquee.</para>
</summary>
<param name="grid"> used for layout.</param>
<param name="brushTarget">Target of the move operation. By default the currently selected GameObject.</param>
<param name="from">Source bounds of the move.</param>
<param name="to">Target bounds of the move.</param>
<param name="gridLayout"></param>
</member>
<member name="M:UnityEngine.GridBrushBase.MoveEnd(UnityEngine.GridLayout,UnityEngine.GameObject,UnityEngine.BoundsInt)">
<summary>
<para>MoveEnd is called when user has ended the move of the area previously selected with the selection marquee.</para>
</summary>
<param name="position">Layers affected by the move operation.</param>
<param name="brushTarget">Target of the move operation. By default the currently selected GameObject.</param>
<param name="grid"> used for layout.</param>
<param name="gridLayout"></param>
</member>
<member name="M:UnityEngine.GridBrushBase.MoveStart(UnityEngine.GridLayout,UnityEngine.GameObject,UnityEngine.BoundsInt)">
<summary>
<para>MoveEnd is called when user starts moving the area previously selected with the selection marquee.</para>
</summary>
<param name="grid"> used for layout.</param>
<param name="brushTarget">Target of the move operation. By default the currently selected GameObject.</param>
<param name="position">Position where the move operation has started.</param>
<param name="gridLayout"></param>
</member>
<member name="M:UnityEngine.GridBrushBase.Paint(UnityEngine.GridLayout,UnityEngine.GameObject,UnityEngine.Vector3Int)">
<summary>
<para>Paints data into a grid within the given bounds.</para>
</summary>
<param name="grid"> used for layout.</param>
<param name="brushTarget">Target of the paint operation. By default the currently selected GameObject.</param>
<param name="position">The coordinates of the cell to paint data to.</param>
<param name="gridLayout"></param>
</member>
<member name="M:UnityEngine.GridBrushBase.Pick(UnityEngine.GridLayout,UnityEngine.GameObject,UnityEngine.BoundsInt,UnityEngine.Vector3Int)">
<summary>
<para>Picks data from a grid given the coordinates of the cells.</para>
</summary>
<param name="grid"> used for layout.</param>
<param name="brushTarget">Target of the paint operation. By default the currently selected GameObject.</param>
<param name="position">The coordinates of the cells to paint data from.</param>
<param name="pivot">Pivot of the picking brush.</param>
<param name="gridLayout"></param>
</member>
<member name="M:UnityEngine.GridBrushBase.Rotate(UnityEngine.GridBrushBase/RotationDirection,UnityEngine.GridLayout/CellLayout)">
<summary>
<para>Rotates all tiles on the grid brush with the given RotationDirection.</para>
</summary>
<param name="direction">Direction to rotate by.</param>
<param name="layout">Cell Layout for rotating.</param>
</member>
<member name="T:UnityEngine.GridBrushBase.RotationDirection">
<summary>
<para>Direction to rotate tiles in the GridBrushBase by.</para>
</summary>
</member>
<member name="F:UnityEngine.GridBrushBase.RotationDirection.Clockwise">
<summary>
<para>Rotates tiles clockwise.</para>
</summary>
</member>
<member name="F:UnityEngine.GridBrushBase.RotationDirection.CounterClockwise">
<summary>
<para>Rotates tiles counter-clockwise.</para>
</summary>
</member>
<member name="M:UnityEngine.GridBrushBase.Select(UnityEngine.GridLayout,UnityEngine.GameObject,UnityEngine.BoundsInt)">
<summary>
<para>Select an area of a grid.</para>
</summary>
<param name="grid"> used for layout.</param>
<param name="brushTarget">Targets of paint operation. By default the currently selected GameObject.</param>
<param name="position">Area to get selected.</param>
<param name="gridLayout"></param>
</member>
<member name="T:UnityEngine.GridBrushBase.Tool">
<summary>
<para>Tool mode for the GridBrushBase.</para>
</summary>
</member>
<member name="F:UnityEngine.GridBrushBase.Tool.Box">
<summary>
<para>Box Fill.</para>
</summary>
</member>
<member name="F:UnityEngine.GridBrushBase.Tool.Erase">
<summary>
<para>Erase.</para>
</summary>
</member>
<member name="F:UnityEngine.GridBrushBase.Tool.FloodFill">
<summary>
<para>Flood Fill.</para>
</summary>
</member>
<member name="F:UnityEngine.GridBrushBase.Tool.Move">
<summary>
<para>Move.</para>
</summary>
</member>
<member name="F:UnityEngine.GridBrushBase.Tool.Paint">
<summary>
<para>Paint.</para>
</summary>
</member>
<member name="F:UnityEngine.GridBrushBase.Tool.Pick">
<summary>
<para>Pick.</para>
</summary>
</member>
<member name="F:UnityEngine.GridBrushBase.Tool.Select">
<summary>
<para>Select.</para>
</summary>
</member>
<member name="T:UnityEngine.Tilemaps.ITilemap">
<summary>
<para>Class passed onto when information is queried from the tiles.</para>
</summary>
</member>
<member name="P:UnityEngine.Tilemaps.ITilemap.cellBounds">
<summary>
<para>Returns the boundaries of the Tilemap in cell size.</para>
</summary>
</member>
<member name="P:UnityEngine.Tilemaps.ITilemap.localBounds">
<summary>
<para>Returns the boundaries of the Tilemap in local space size.</para>
</summary>
</member>
<member name="P:UnityEngine.Tilemaps.ITilemap.origin">
<summary>
<para>The origin of the Tilemap in cell position.</para>
</summary>
</member>
<member name="P:UnityEngine.Tilemaps.ITilemap.size">
<summary>
<para>The size of the Tilemap in cells.</para>
</summary>
</member>
<member name="M:UnityEngine.Tilemaps.ITilemap.GetColor(UnityEngine.Vector3Int)">
<summary>
<para>Gets the color of a.</para>
</summary>
<param name="position">Position of the Tile on the Tilemap.</param>
<returns>
<para>Color of the at the XY coordinate.</para>
</returns>
</member>
<member name="M:UnityEngine.Tilemaps.ITilemap.GetComponent">
<summary>
<para>Returns the component of type T if the GameObject of the tile map has one attached, null if it doesn't.</para>
</summary>
<returns>
<para>The Component of type T to retrieve.</para>
</returns>
</member>
<member name="M:UnityEngine.Tilemaps.ITilemap.GetSprite(UnityEngine.Vector3Int)">
<summary>
<para>Gets the.</para>
</summary>
<param name="position">Position of the Tile on the Tilemap.</param>
<returns>
<para>Sprite at the XY coordinate.</para>
</returns>
</member>
<member name="M:UnityEngine.Tilemaps.ITilemap.GetTile(UnityEngine.Vector3Int)">
<summary>
<para>Gets the.</para>
</summary>
<param name="position">Position of the Tile on the Tilemap.</param>
<returns>
<para> placed at the cell.</para>
</returns>
</member>
<member name="M:UnityEngine.Tilemaps.ITilemap.GetTile(UnityEngine.Vector3Int)">
<summary>
<para>Gets the.</para>
</summary>
<param name="position">Position of the Tile on the Tilemap.</param>
<returns>
<para> placed at the cell.</para>
</returns>
</member>
<member name="M:UnityEngine.Tilemaps.ITilemap.GetTileFlags(UnityEngine.Vector3Int)">
<summary>
<para>Gets the TileFlags of the Tile at the given position.</para>
</summary>
<param name="position">Position of the Tile on the Tilemap.</param>
<returns>
<para>TileFlags from the Tile.</para>
</returns>
</member>
<member name="M:UnityEngine.Tilemaps.ITilemap.GetTransformMatrix(UnityEngine.Vector3Int)">
<summary>
<para>Gets the transform matrix of a.</para>
</summary>
<param name="position">Position of the Tile on the Tilemap.</param>
<returns>
<para>The transform matrix.</para>
</returns>
</member>
<member name="M:UnityEngine.Tilemaps.ITilemap.RefreshTile(UnityEngine.Vector3Int)">
<summary>
<para>Refreshes a.</para>
</summary>
<param name="position">Position of the Tile on the Tilemap.</param>
</member>
<member name="T:UnityEngine.Tilemaps.Tile">
<summary>
<para>Class for a default tile in the Tilemap.</para>
</summary>
</member>
<member name="P:UnityEngine.Tilemaps.Tile.color">
<summary>
<para>Color of the Tile.</para>
</summary>
</member>
<member name="P:UnityEngine.Tilemaps.Tile.flags">
<summary>
<para>TileFlags of the Tile.</para>
</summary>
</member>
<member name="P:UnityEngine.Tilemaps.Tile.gameObject">
<summary>
<para>GameObject of the Tile.</para>
</summary>
</member>
<member name="P:UnityEngine.Tilemaps.Tile.sprite">
<summary>
<para>Sprite to be rendered at the Tile.</para>
</summary>
</member>
<member name="P:UnityEngine.Tilemaps.Tile.transform">
<summary>
<para>.</para>
</summary>
</member>
<member name="T:UnityEngine.Tilemaps.Tile.ColliderType">
<summary>
<para>Enum for determining what collider shape is generated for this Tile by the TilemapCollider2D.</para>
</summary>
</member>
<member name="F:UnityEngine.Tilemaps.Tile.ColliderType.Grid">
<summary>
<para>The grid layout boundary outline is used as the collider shape for the Tile by the TilemapCollider2D.</para>
</summary>
</member>
<member name="F:UnityEngine.Tilemaps.Tile.ColliderType.None">
<summary>
<para>No collider shape is generated for the Tile by the TilemapCollider2D.</para>
</summary>
</member>
<member name="F:UnityEngine.Tilemaps.Tile.ColliderType.Sprite">
<summary>
<para>The Sprite outline is used as the collider shape for the Tile by the TilemapCollider2D.</para>
</summary>
</member>
<member name="M:UnityEngine.Tilemaps.Tile.GetTileData(UnityEngine.Vector3Int,UnityEngine.Tilemaps.ITilemap,UnityEngine.Tilemaps.TileData&amp;)">
<summary>
<para>Retrieves the tile rendering data for the Tile.</para>
</summary>
<param name="position">Position of the Tile on the Tilemap.</param>
<param name="tilemap">The Tilemap the tile is present on.</param>
<param name="tileData">Data to render the tile. This is filled with Tile, Tile.color and Tile.transform.</param>
<returns>
<para>Whether the call was successful. This returns true for Tile.</para>
</returns>
</member>
<member name="T:UnityEngine.Tilemaps.TileAnimationData">
<summary>
<para>A Struct for the required data for animating a Tile.</para>
</summary>
</member>
<member name="P:UnityEngine.Tilemaps.TileAnimationData.animatedSprites">
<summary>
<para>The array of that are ordered by appearance in the animation.</para>
</summary>
</member>
<member name="P:UnityEngine.Tilemaps.TileAnimationData.animationSpeed">
<summary>
<para>The animation speed.</para>
</summary>
</member>
<member name="P:UnityEngine.Tilemaps.TileAnimationData.animationStartTime">
<summary>
<para>The start time of the animation. The animation will begin at this time offset.</para>
</summary>
</member>
<member name="T:UnityEngine.Tilemaps.TileBase">
<summary>
<para>Base class for a tile in the Tilemap.</para>
</summary>
</member>
<member name="M:UnityEngine.Tilemaps.TileBase.GetTileAnimationData(UnityEngine.Vector3Int,UnityEngine.Tilemaps.ITilemap,UnityEngine.Tilemaps.TileAnimationData&amp;)">
<summary>
<para>Retrieves any tile animation data from the scripted tile.</para>
</summary>
<param name="position">Position of the Tile on the Tilemap.</param>
<param name="tilemap">The Tilemap the tile is present on.</param>
<param name="tileAnimationData">Data to run an animation on the tile.</param>
<returns>
<para>Whether the call was successful.</para>
</returns>
</member>
<member name="M:UnityEngine.Tilemaps.TileBase.GetTileData(UnityEngine.Vector3Int,UnityEngine.Tilemaps.ITilemap,UnityEngine.Tilemaps.TileData&amp;)">
<summary>
<para>Retrieves any tile rendering data from the scripted tile.</para>
</summary>
<param name="position">Position of the Tile on the Tilemap.</param>
<param name="tilemap">The Tilemap the tile is present on.</param>
<param name="tileData">Data to render the tile.</param>
<returns>
<para>Whether the call was successful.</para>
</returns>
</member>
<member name="M:UnityEngine.Tilemaps.TileBase.RefreshTile(UnityEngine.Vector3Int,UnityEngine.Tilemaps.ITilemap)">
<summary>
<para>This method is called when the tile is refreshed.</para>
</summary>
<param name="position">Position of the Tile on the Tilemap.</param>
<param name="tilemap">The Tilemap the tile is present on.</param>
</member>
<member name="M:UnityEngine.Tilemaps.TileBase.StartUp(UnityEngine.Vector3Int,UnityEngine.Tilemaps.ITilemap,UnityEngine.GameObject)">
<summary>
<para>StartUp is called on the first frame of the running scene.</para>
</summary>
<param name="position">Position of the Tile on the Tilemap.</param>
<param name="tilemap">The Tilemap the tile is present on.</param>
<param name="go">The GameObject instantiated for the Tile.</param>
<returns>
<para>Whether the call was successful.</para>
</returns>
</member>
<member name="T:UnityEngine.Tilemaps.TileData">
<summary>
<para>A Struct for the required data for rendering a Tile.</para>
</summary>
</member>
<member name="P:UnityEngine.Tilemaps.TileData.color">
<summary>
<para>Color of the Tile.</para>
</summary>
</member>
<member name="P:UnityEngine.Tilemaps.TileData.flags">
<summary>
<para>TileFlags of the Tile.</para>
</summary>
</member>
<member name="P:UnityEngine.Tilemaps.TileData.gameObject">
<summary>
<para>GameObject of the Tile.</para>
</summary>
</member>
<member name="P:UnityEngine.Tilemaps.TileData.sprite">
<summary>
<para>Sprite to be rendered at the Tile.</para>
</summary>
</member>
<member name="P:UnityEngine.Tilemaps.TileData.transform">
<summary>
<para>.</para>
</summary>
</member>
<member name="T:UnityEngine.Tilemaps.TileFlags">
<summary>
<para>Flags controlling behavior for the TileBase.</para>
</summary>
</member>
<member name="F:UnityEngine.Tilemaps.TileFlags.InstantiateGameObjectRuntimeOnly">
<summary>
<para>TileBase does not instantiate its associated GameObject in editor mode and instantiates it only during play mode.</para>
</summary>
</member>
<member name="F:UnityEngine.Tilemaps.TileFlags.LockAll">
<summary>
<para>All lock flags.</para>
</summary>
</member>
<member name="F:UnityEngine.Tilemaps.TileFlags.LockColor">
<summary>
<para>TileBase locks any color set by brushes or the user.</para>
</summary>
</member>
<member name="F:UnityEngine.Tilemaps.TileFlags.LockTransform">
<summary>
<para>TileBase locks any transform matrix set by brushes or the user.</para>
</summary>
</member>
<member name="F:UnityEngine.Tilemaps.TileFlags.None">
<summary>
<para>No TileFlags are set.</para>
</summary>
</member>
<member name="T:UnityEngine.Tilemaps.Tilemap">
<summary>
<para>The tile map stores component.</para>
</summary>
</member>
<member name="P:UnityEngine.Tilemaps.Tilemap.animationFrameRate">
<summary>
<para>The frame rate for all tile animations in the tile map.</para>
</summary>
</member>
<member name="P:UnityEngine.Tilemaps.Tilemap.cellBounds">
<summary>
<para>Returns the boundaries of the Tilemap in cell size.</para>
</summary>
</member>
<member name="P:UnityEngine.Tilemaps.Tilemap.color">
<summary>
<para>The color of the tile map layer.</para>
</summary>
</member>
<member name="P:UnityEngine.Tilemaps.Tilemap.layoutGrid">
<summary>
<para>Gets the Grid associated with this tile map.</para>
</summary>
</member>
<member name="P:UnityEngine.Tilemaps.Tilemap.layoutGrid">
<summary>
<para>Gets the Grid associated with this tile map.</para>
</summary>
</member>
<member name="P:UnityEngine.Tilemaps.Tilemap.localBounds">
<summary>
<para>Returns the boundaries of the Tilemap in local space size.</para>
</summary>
</member>
<member name="P:UnityEngine.Tilemaps.Tilemap.orientation">
<summary>
<para>Orientation of the tiles in the Tilemap.</para>
</summary>
</member>
<member name="P:UnityEngine.Tilemaps.Tilemap.orientationMatrix">
<summary>
<para>Orientation Matrix of the orientation of the tiles in the Tilemap.</para>
</summary>
</member>
<member name="P:UnityEngine.Tilemaps.Tilemap.origin">
<summary>
<para>The origin of the Tilemap in cell position.</para>
</summary>
</member>
<member name="P:UnityEngine.Tilemaps.Tilemap.size">
<summary>
<para>The size of the Tilemap in cells.</para>
</summary>
</member>
<member name="P:UnityEngine.Tilemaps.Tilemap.tileAnchor">
<summary>
<para>Gets the anchor point of tiles in the Tilemap.</para>
</summary>
</member>
<member name="M:UnityEngine.Tilemaps.Tilemap.AddTileFlags(UnityEngine.Vector3Int,UnityEngine.Tilemaps.TileFlags)">
<summary>
<para>Adds the TileFlags onto the Tile at the given position.</para>
</summary>
<param name="position">Position of the Tile on the Tilemap.</param>
<param name="flags">TileFlags to add (with bitwise or) onto the flags provided by Tile.TileBase.</param>
</member>
<member name="M:UnityEngine.Tilemaps.Tilemap.BoxFill">
<summary>
<para>Does a box fill with the given. Starts from given coordinates and fills the limits from start to end (inclusive).</para>
</summary>
<param name="position">Position of the Tile on the Tilemap.</param>
<param name="tile"> to place.</param>
<param name="startX">The minimum X coordinate limit to fill to.</param>
<param name="startY">The minimum Y coordinate limit to fill to.</param>
<param name="endX">The maximum X coordinate limit to fill to.</param>
<param name="endY">The maximum Y coordinate limit to fill to.</param>
</member>
<member name="M:UnityEngine.Tilemaps.Tilemap.ClearAllTiles">
<summary>
<para>Clears all tiles that are placed in the Tilemap.</para>
</summary>
</member>
<member name="M:UnityEngine.Tilemaps.Tilemap.CompressBounds">
<summary>
<para>Compresses the origin and size of the Tilemap to bounds where tiles exist.</para>
</summary>
</member>
<member name="M:UnityEngine.Tilemaps.Tilemap.ContainsTile(UnityEngine.Tilemaps.TileBase)">
<summary>
<para>Returns true if the Tilemap contains the given. Returns false if not.</para>
</summary>
<param name="tileAsset">Tile to check.</param>
<returns>
<para>Whether the Tilemap contains the tile.</para>
</returns>
</member>
<member name="M:UnityEngine.Tilemaps.Tilemap.FloodFill">
<summary>
<para>Does a flood fill with the given starting from the given coordinates.</para>
</summary>
<param name="position">Start position of the flood fill on the Tilemap.</param>
<param name="tile"> to place.</param>
</member>
<member name="M:UnityEngine.Tilemaps.Tilemap.GetCellCenterLocal(UnityEngine.Vector3Int)">
<summary>
<para>Get the logical center coordinate of a grid cell in local space.</para>
</summary>
<param name="position">Grid cell position.</param>
<returns>
<para>Center of the cell transformed into local space coordinates.</para>
</returns>
</member>
<member name="M:UnityEngine.Tilemaps.Tilemap.GetCellCenterWorld(UnityEngine.Vector3Int)">
<summary>
<para>Get the logical center coordinate of a grid cell in world space.</para>
</summary>
<param name="position">Grid cell position.</param>
<returns>
<para>Center of the cell transformed into world space coordinates.</para>
</returns>
</member>
<member name="M:UnityEngine.Tilemaps.Tilemap.GetColliderType(UnityEngine.Vector3Int)">
<summary>
<para>Gets the collider type of a.</para>
</summary>
<param name="position">Position of the Tile on the Tilemap.</param>
<returns>
<para>Collider type of the at the XY coordinate.</para>
</returns>
</member>
<member name="M:UnityEngine.Tilemaps.Tilemap.GetColor(UnityEngine.Vector3Int)">
<summary>
<para>Gets the color of a.</para>
</summary>
<param name="position">Position of the Tile on the Tilemap.</param>
<returns>
<para>Color of the at the XY coordinate.</para>
</returns>
</member>
<member name="M:UnityEngine.Tilemaps.Tilemap.GetInstantiatedObject(UnityEngine.Vector3Int)">
<summary>
<para>Gets the.</para>
</summary>
<param name="position">Position of the Tile on the Tilemap.</param>
<returns>
<para>GameObject instantiated by the Tile at the position.</para>
</returns>
</member>
<member name="M:UnityEngine.Tilemaps.Tilemap.GetSprite(UnityEngine.Vector3Int)">
<summary>
<para>Gets the.</para>
</summary>
<param name="position">Position of the Tile on the Tilemap.</param>
<returns>
<para>Sprite at the XY coordinate.</para>
</returns>
</member>
<member name="M:UnityEngine.Tilemaps.Tilemap.GetTile(UnityEngine.Vector3Int)">
<summary>
<para>Gets the.</para>
</summary>
<param name="position">Position of the Tile on the Tilemap.</param>
<returns>
<para>Tilemaps.TileBase placed at the cell.</para>
</returns>
</member>
<member name="M:UnityEngine.Tilemaps.Tilemap.GetTile(UnityEngine.Vector3Int)">
<summary>
<para>Gets the.</para>
</summary>
<param name="position">Position of the Tile on the Tilemap.</param>
<returns>
<para> placed at the cell.</para>
</returns>
</member>
<member name="M:UnityEngine.Tilemaps.Tilemap.GetTileFlags(UnityEngine.Vector3Int)">
<summary>
<para>Gets the TileFlags of the Tile at the given position.</para>
</summary>
<param name="position">Position of the Tile on the Tilemap.</param>
<returns>
<para>TileFlags from the Tile.</para>
</returns>
</member>
<member name="M:UnityEngine.Tilemaps.Tilemap.GetTilesBlock(UnityEngine.BoundsInt)">
<summary>
<para>Retrieves an array of tiles with the given bounds.</para>
</summary>
<param name="bounds">Bounds to retrieve from.</param>
<returns>
<para>An array of at the given bounds.</para>
</returns>
</member>
<member name="M:UnityEngine.Tilemaps.Tilemap.GetTransformMatrix(UnityEngine.Vector3Int)">
<summary>
<para>Gets the transform matrix of a.</para>
</summary>
<param name="position">Position of the Tile on the Tilemap.</param>
<returns>
<para>The transform matrix.</para>
</returns>
</member>
<member name="M:UnityEngine.Tilemaps.Tilemap.GetUsedTilesCount">
<summary>
<para>Get the total number of different.</para>
</summary>
<returns>
<para>The total number of different.</para>
</returns>
</member>
<member name="M:UnityEngine.Tilemaps.Tilemap.GetUsedTilesNonAlloc(UnityEngine.Tilemaps.TileBase[])">
<summary>
<para>Fills the given array with the total number of different and returns the number of tiles filled.</para>
</summary>
<param name="usedTiles">The array to be filled.</param>
<returns>
<para>The number of tiles filled.</para>
</returns>
</member>
<member name="M:UnityEngine.Tilemaps.Tilemap.HasTile(UnityEngine.Vector3Int)">
<summary>
<para>Returns whether there is a tile at the position.</para>
</summary>
<param name="position">Position to check.</param>
<returns>
<para>True if there is a tile at the position. False if not.</para>
</returns>
</member>
<member name="T:UnityEngine.Tilemaps.Tilemap.Orientation">
<summary>
<para>Determines the orientation of.</para>
</summary>
</member>
<member name="F:UnityEngine.Tilemaps.Tilemap.Orientation.Custom">
<summary>
<para>Use a custom orientation to all tiles in the tile map.</para>
</summary>
</member>
<member name="F:UnityEngine.Tilemaps.Tilemap.Orientation.XY">
<summary>
<para>Orients tiles in the XY plane.</para>
</summary>
</member>
<member name="F:UnityEngine.Tilemaps.Tilemap.Orientation.XZ">
<summary>
<para>Orients tiles in the XZ plane.</para>
</summary>
</member>
<member name="F:UnityEngine.Tilemaps.Tilemap.Orientation.YX">
<summary>
<para>Orients tiles in the YX plane.</para>
</summary>
</member>
<member name="F:UnityEngine.Tilemaps.Tilemap.Orientation.YZ">
<summary>
<para>Orients tiles in the YZ plane.</para>
</summary>
</member>
<member name="F:UnityEngine.Tilemaps.Tilemap.Orientation.ZX">
<summary>
<para>Orients tiles in the ZX plane.</para>
</summary>
</member>
<member name="F:UnityEngine.Tilemaps.Tilemap.Orientation.ZY">
<summary>
<para>Orients tiles in the ZY plane.</para>
</summary>
</member>
<member name="M:UnityEngine.Tilemaps.Tilemap.RefreshAllTiles">
<summary>
<para>Refreshes all. The tile map will retrieve the rendering data, animation data and other data for all tiles and update all relevant components.</para>
</summary>
</member>
<member name="M:UnityEngine.Tilemaps.Tilemap.RefreshTile(UnityEngine.Vector3Int)">
<summary>
<para>Refreshes a.</para>
</summary>
<param name="position">Position of the Tile on the Tilemap.</param>
</member>
<member name="M:UnityEngine.Tilemaps.Tilemap.RemoveTileFlags(UnityEngine.Vector3Int,UnityEngine.Tilemaps.TileFlags)">
<summary>
<para>Removes the TileFlags onto the Tile at the given position.</para>
</summary>
<param name="position">Position of the Tile on the Tilemap.</param>
<param name="flags">TileFlags to remove from the Tile.</param>
</member>
<member name="M:UnityEngine.Tilemaps.Tilemap.ResizeBounds">
<summary>
<para>Resizes tiles in the Tilemap to bounds defined by origin and size.</para>
</summary>
</member>
<member name="M:UnityEngine.Tilemaps.Tilemap.SetColliderType(UnityEngine.Vector3Int,UnityEngine.Tilemaps.Tile/ColliderType)">
<summary>
<para>Sets the collider type of a.</para>
</summary>
<param name="position">Position of the Tile on the Tilemap.</param>
<param name="colliderType">Collider type to set the to at the XYZ coordinate.</param>
</member>
<member name="M:UnityEngine.Tilemaps.Tilemap.SetColor(UnityEngine.Vector3Int,UnityEngine.Color)">
<summary>
<para>Sets the color of a.</para>
</summary>
<param name="position">Position of the Tile on the Tilemap.</param>
<param name="color">Color to set the to at the XY coordinate.</param>
</member>
<member name="M:UnityEngine.Tilemaps.Tilemap.SetTile(UnityEngine.Vector3Int,UnityEngine.Tilemaps.TileBase)">
<summary>
<para>Sets a.</para>
</summary>
<param name="position">Position of the Tile on the Tilemap.</param>
<param name="tile"> to be placed the cell.</param>
</member>
<member name="M:UnityEngine.Tilemaps.Tilemap.SetTileFlags(UnityEngine.Vector3Int,UnityEngine.Tilemaps.TileFlags)">
<summary>
<para>Sets the TileFlags onto the Tile at the given position.</para>
</summary>
<param name="position">Position of the Tile on the Tilemap.</param>
<param name="flags">TileFlags to add onto the Tile.</param>
</member>
<member name="M:UnityEngine.Tilemaps.Tilemap.SetTiles(UnityEngine.Vector3Int[],UnityEngine.Tilemaps.TileBase[])">
<summary>
<para>Sets an array of.</para>
</summary>
<param name="positionArray">An array of positions of Tiles on the Tilemap.</param>
<param name="tileArray">An array of to be placed.</param>
</member>
<member name="M:UnityEngine.Tilemaps.Tilemap.SetTilesBlock(UnityEngine.BoundsInt,UnityEngine.Tilemaps.TileBase[])">
<summary>
<para>Fills bounds with array of tiles.</para>
</summary>
<param name="position">Bounds to be filled.</param>
<param name="tileArray">An array of to be placed.</param>
</member>
<member name="M:UnityEngine.Tilemaps.Tilemap.SetTransformMatrix(UnityEngine.Vector3Int,UnityEngine.Matrix4x4)">
<summary>
<para>Sets the transform matrix of a tile given the XYZ coordinates of a cell in the.</para>
</summary>
<param name="position">Position of the Tile on the Tilemap.</param>
<param name="transform">The transform matrix.</param>
</member>
<member name="M:UnityEngine.Tilemaps.Tilemap.SwapTile(UnityEngine.Tilemaps.TileBase,UnityEngine.Tilemaps.TileBase)">
<summary>
<para>Swaps all existing tiles of changeTile to newTile and refreshes all the swapped tiles.</para>
</summary>
<param name="changeTile">Tile to swap.</param>
<param name="newTile">Tile to swap to.</param>
</member>
<member name="T:UnityEngine.Tilemaps.TilemapCollider2D">
<summary>
<para>Collider for 2D physics representing shapes defined by the corresponding Tilemap.</para>
</summary>
</member>
<member name="T:UnityEngine.Tilemaps.TilemapRenderer">
<summary>
<para>The tile map renderer is used to render the tile map marked out by a component.</para>
</summary>
</member>
<member name="P:UnityEngine.Tilemaps.TilemapRenderer.chunkSize">
<summary>
<para>Size in number of tiles of each chunk created by the TilemapRenderer.</para>
</summary>
</member>
<member name="P:UnityEngine.Tilemaps.TilemapRenderer.maskInteraction">
<summary>
<para>Specifies how the Tilemap interacts with the masks.</para>
</summary>
</member>
<member name="P:UnityEngine.Tilemaps.TilemapRenderer.maxChunkCount">
<summary>
<para>Maximum number of chunks the TilemapRenderer caches in memory.</para>
</summary>
</member>
<member name="P:UnityEngine.Tilemaps.TilemapRenderer.maxFrameAge">
<summary>
<para>Maximum number of frames the TilemapRenderer keeps unused chunks in memory.</para>
</summary>
</member>
<member name="P:UnityEngine.Tilemaps.TilemapRenderer.sortOrder">
<summary>
<para>Active sort order for the TilemapRenderer.</para>
</summary>
</member>
<member name="T:UnityEngine.Tilemaps.TilemapRenderer.SortOrder">
<summary>
<para>Sort order for all tiles rendered by the TilemapRenderer.</para>
</summary>
</member>
<member name="F:UnityEngine.Tilemaps.TilemapRenderer.SortOrder.BottomLeft">
<summary>
<para>Sorts tiles for rendering starting from the tile with the lowest X and the lowest Y cell positions.</para>
</summary>
</member>
<member name="F:UnityEngine.Tilemaps.TilemapRenderer.SortOrder.BottomRight">
<summary>
<para>Sorts tiles for rendering starting from the tile with the highest X and the lowest Y cell positions.</para>
</summary>
</member>
<member name="F:UnityEngine.Tilemaps.TilemapRenderer.SortOrder.TopLeft">
<summary>
<para>Sorts tiles for rendering starting from the tile with the lowest X and the highest Y cell positions.</para>
</summary>
</member>
<member name="F:UnityEngine.Tilemaps.TilemapRenderer.SortOrder.TopRight">
<summary>
<para>Sorts tiles for rendering starting from the tile with the highest X and the lowest Y cell positions.</para>
</summary>
</member>
</members>
</doc>