通过将纹理放入 Assets 文件夹,即可将等距瓦片地图的各个瓦片或瓦片图集导入 Unity 项目。选择导入的图像可以在 Inspector 窗口中查看其纹理导入器 (Texture Importer) 设置。
导入精灵供等距瓦片地图中使用时,请使用以下建议设置。有关每项设置的更多信息,请参阅 Texture Type: Sprite (2D and UI) 文档。
在下面的示例中,导入的精灵为 256x128 的图像,且等距瓦片地图的 Cell Size 为(XYZ:1, 0.5, 1)Unity 单位。要使精灵完全适合瓦片地图的单个单元格,请将其 PPU 值设置为 256。然后,精灵的整个宽度对应于一个 Unity 单位:等于单个单元格的宽度(X 值:1)。
如果精灵的 PPU 值设置为 128,则其宽度变为 2 (256px/128) Unity 单位。这会导致精灵在瓦片地图上绘制时在视觉上显示为覆盖 2 个单元格的宽度。但是,渲染精灵的瓦片仍为单个单元格位置。
导入精灵后,通过打开每个精灵的 Sprite Editor 并编辑它们的轮廓即可优化轮廓。对于等距瓦片地图中的精灵,应该设置精灵的 Pivot 属性,使“ground”相对于精灵。
如果在将 Sprite Mode 设置为 Multiple 的条件下导入纹理并且纹理包含多个精灵,则应在 Sprite Editor 中编辑每个精灵的轮廓。
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