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WorldTileMap.cs
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66 lines (47 loc) · 1.45 KB
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using System;
using OdinSerializer;
using UnityEngine;
using UnityEngine.Tilemaps;
namespace AepsLabs.TileManager {
/// <summary>
/// Original Credit: https://stackoverflow.com/questions/58088009/serializing-tilemap
/// </summary>
[Serializable]
public class WorldTileMap
{
[OdinSerialize]
public float animationFrameRate;
[OdinSerialize]
public Vector3Int LocalPlace { get; set; }
[OdinSerialize]
public Vector3 WorldLocation { get; set; }
[OdinSerialize]
public string TileSprite { get; set; } //Path to the sprite on the filesystem
// [OdinSerialize]
// public TileBase TileBase { get; set; }
//
// [OdinSerialize]
// public Tilemap TilemapMember { get; set; }
[OdinSerialize]
public string Name { get; set; }
[OdinSerialize]
public Color32 Color { get; set; }
[OdinSerialize]
public Tilemap.Orientation orientation;
[OdinSerialize]
public Matrix4x4 orientationMatrix;
[OdinSerialize]
public Vector3 tileAnchor;
[OdinSerialize]
public BoundsInt cellBounds;
[OdinSerialize]
public Bounds localBounds;
[OdinSerialize]
public Vector3Int origin;
[OdinSerialize]
public Vector3Int size;
//Store individual tile data in here.
[OdinSerialize]
public WorldTile[] tiles;
}
}