Singularity/Library/PackageCache/com.unity.2d.tilemap.extras.../Documentation~/CustomRulesForRuleTile.md
2024-05-06 11:45:45 -07:00

102 lines
2.7 KiB
Markdown
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

# Custom Rules for Rule Tile
__Contribution by:__ [johnsoncodehk](https://github.com/johnsoncodehk)
Use this template script to create new custom [Rule Tiles](RuleTile.md) with matching options that differ from the Rule Tiles [default options](RuleTile.md#Usage) (namely **This** and **Not This**). This creates selectable options for each Rule in your custom __Rule Tile__.
## Template features
- Inheritable Rule Tile.
- Customizable properties.
- Expand or rewrite both neighbor Rules and the GUI display of the Rules.
- Usable with by [RuleOverrideTile](RuleOverrideTile.md)
- Create from a template script.
- Neighbor Rules tooltips.
- Backward compatible.
## Creating a custom Rule Tile script
Create a Custom Rule Tile script by going to __Assets > Create > Custom Rule Tile Script__. Name the newly created file when prompted. After creating the file, you can edit it to add new matching options and custom algorithms for testing matches.
### Examples
- Custom properties:
```csharp
public class MyTile : RuleTile {
public string tileId;
public bool isWater;
}
```
- Custom rules:
```csharp
public class MyTile : RuleTile<MyTile.Neighbor> {
public class Neighbor {
public const int MyRule1 = 0;
public const int MyRule2 = 1;
}
public override bool RuleMatch(int neighbor, TileBase tile) {
switch (neighbor) {
case Neighbor.MyRule1: return false;
case Neighbor.MyRule2: return true;
}
return true;
}
}
```
- Expansion rules
```csharp
public class MyTile : RuleTile<MyTile.Neighbor> {
public class Neighbor : RuleTile.TilingRule.Neighbor {
// 0, 1, 2 is using in RuleTile.TilingRule.Neighbor
public const int MyRule1 = 3;
public const int MyRule2 = 4;
}
public override bool RuleMatch(int neighbor, TileBase tile) {
switch (neighbor) {
case Neighbor.MyRule1: return false;
case Neighbor.MyRule2: return true;
}
return base.RuleMatch(neighbor, tile);
}
}
```
- Siblings Tile 1
```csharp
public class MyTile : RuleTile<MyTile.Neighbor> {
public List<TileBase> sibings = new List<TileBase>();
public class Neighbor : RuleTile.TilingRule.Neighbor {
public const int Sibing = 3;
}
public override bool RuleMatch(int neighbor, TileBase tile) {
switch (neighbor) {
case Neighbor.Sibing: return sibings.Contains(tile);
}
return base.RuleMatch(neighbor, tile);
}
}
```
- Siblings Tile 2
```csharp
public class MyTile : RuleTile<MyTile.Neighbor> {
public int siblingGroup;
public class Neighbor : RuleTile.TilingRule.Neighbor {
public const int Sibing = 3;
}
public override bool RuleMatch(int neighbor, TileBase tile) {
MyTile myTile = tile as MyTile;
switch (neighbor) {
case Neighbor.Sibing: return myTile && myTile.siblingGroup == siblingGroup;
}
return base.RuleMatch(neighbor, tile);
}
}
```