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Some improvements to TileSetScenesCollectionSource docs
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<description>
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When placed on a [TileMap], tiles from [TileSetScenesCollectionSource] will automatically instantiate an associated scene at the cell's position in the TileMap.
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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.
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[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].
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Use this code if you want to find the scene path at a given tile in [TileMapLayer]:
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[codeblocks]
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[gdscript]
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var source_id = tile_map_layer.get_cell_source_id(Vector2i(x, y))
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if source_id > -1:
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var scene_source = tile_map_layer.tile_set.get_source(source_id)
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if scene_source is TileSetScenesCollectionSource:
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var alt_id = tile_map_layer.get_cell_alternative_tile(Vector2i(x, y))
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# The assigned PackedScene.
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var scene = scene_source.get_scene_tile_scene(alt_id)
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[/gdscript]
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[csharp]
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int sourceId = tileMapLayer.GetCellSourceId(new Vector2I(x, y));
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if (sourceId > -1)
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{
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TileSetSource source = tileMapLayer.TileSet.GetSource(sourceId);
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if (source is TileSetScenesCollectionSource sceneSource)
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{
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int altId = tileMapLayer.GetCellAlternativeTile(new Vector2I(x, y));
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// The assigned PackedScene.
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PackedScene scene = sceneSource.GetSceneTileScene(altId);
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}
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}
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[/csharp]
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[/codeblocks]
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</description>
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<tutorials>
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</tutorials>
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