Some improvements to TileSetScenesCollectionSource docs

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kobewi 2024-07-13 22:38:50 +02:00
parent 97b8ad1af0
commit 1ec176d6cc

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@ -6,6 +6,32 @@
<description>
When placed on a [TileMap], tiles from [TileSetScenesCollectionSource] will automatically instantiate an associated scene at the cell's position in the TileMap.
Scenes are instantiated as children of the [TileMap] when it enters the tree. If you add/remove a scene tile in the [TileMap] that is already inside the tree, the [TileMap] will automatically instantiate/free the scene accordingly.
[b]Note:[/b] Scene tiles all occupy one tile slot and instead use alternate tile ID to identify scene index. [method TileSetSource.get_tiles_count] will always return [code]1[/code]. Use [method get_scene_tiles_count] to get a number of scenes in a [TileSetScenesCollectionSource].
Use this code if you want to find the scene path at a given tile in [TileMapLayer]:
[codeblocks]
[gdscript]
var source_id = tile_map_layer.get_cell_source_id(Vector2i(x, y))
if source_id &gt; -1:
var scene_source = tile_map_layer.tile_set.get_source(source_id)
if scene_source is TileSetScenesCollectionSource:
var alt_id = tile_map_layer.get_cell_alternative_tile(Vector2i(x, y))
# The assigned PackedScene.
var scene = scene_source.get_scene_tile_scene(alt_id)
[/gdscript]
[csharp]
int sourceId = tileMapLayer.GetCellSourceId(new Vector2I(x, y));
if (sourceId &gt; -1)
{
TileSetSource source = tileMapLayer.TileSet.GetSource(sourceId);
if (source is TileSetScenesCollectionSource sceneSource)
{
int altId = tileMapLayer.GetCellAlternativeTile(new Vector2I(x, y));
// The assigned PackedScene.
PackedScene scene = sceneSource.GetSceneTileScene(altId);
}
}
[/csharp]
[/codeblocks]
</description>
<tutorials>
</tutorials>