PO/Library/PackageCache/com.unity.2d.tilemap@1.0.0/Editor/TileUtility.cs

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using UnityEngine;
using UnityEngine.Tilemaps;
namespace UnityEditor.Tilemaps
{
/// <summary>
/// Utility class for creating Tiles
/// </summary>
public class TileUtility
{
internal static void CreateNewTile()
{
string message = string.Format("Save tile'{0}':", "tile");
string newAssetPath = EditorUtility.SaveFilePanelInProject("Save tile", "New Tile", "asset", message, ProjectWindowUtil.GetActiveFolderPath());
// If user canceled or save path is invalid, we can't create the tile
if (string.IsNullOrEmpty(newAssetPath))
return;
AssetDatabase.CreateAsset(CreateDefaultTile(), newAssetPath);
}
/// <summary>Creates a Tile with defaults based on the Tile preset</summary>
/// <returns>A Tile with defaults based on the Tile preset</returns>
public static Tile CreateDefaultTile()
{
return ObjectFactory.CreateInstance<Tile>();
}
/// <summary>Creates a Tile with defaults based on the Tile preset and a Sprite set</summary>
/// <param name="sprite">A Sprite to set the Tile with</param>
/// <returns>A Tile with defaults based on the Tile preset and a Sprite set</returns>
[CreateTileFromPalette]
public static TileBase DefaultTile(Sprite sprite)
{
Tile tile = CreateDefaultTile();
tile.name = sprite.name;
tile.sprite = sprite;
tile.color = Color.white;
return tile;
}
}
}