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); } } }
BoxErase | Erases data on a grid within the given bounds. |
BoxFill | Box fills tiles and GameObjects into given bounds within the selected layers. |
ChangeZPosition | Changes the Z position of the GridBrushBase. |
Erase | Erases data on a grid within the given bounds. |
Flip | Flips the grid brush in the given FlipAxis. |
FloodFill | Flood fills data onto a grid given the starting coordinates of the cell. |
Move | Move is called when user moves the area previously selected with the selection marquee. |
MoveEnd | MoveEnd is called when user has ended the move of the area previously selected with the selection marquee. |
MoveStart | MoveEnd is called when user starts moving the area previously selected with the selection marquee. |
Paint | Paints data into a grid within the given bounds. |
Pick | Picks data from a grid given the coordinates of the cells. |
ResetZPosition | Resets Z position changes of the GridBrushBase. |
Rotate | Rotates all tiles on the grid brush with the given RotationDirection. |
Select | Select an area of a grid. |
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | オブジェクト名 |
GetInstanceID | Gets the instance ID of the object. |
ToString | Returns the name of the object. |
Destroy | Removes a GameObject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindAnyObjectByType | Retrieves any active loaded object of Type type. |
FindFirstObjectByType | Retrieves the first active loaded object of Type type. |
FindObjectsByType | Retrieves a list of all loaded objects of Type type. |
Instantiate | original のオブジェクトをクローンします |
CreateInstance | ScriptableObject のインスタンスを作成します。 |
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。 |
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。 |
OnDestroy | ScriptableObject が破棄されるとき、この関数は呼び出されます。 |
OnDisable | ScriptableObject 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。 |
OnValidate | Editor-only function that Unity calls when the script is loaded or a value changes in the Inspector. |
Reset | デフォルト値にリセットします |