参考网站:https://blog.csdn.net/pz789as/article/details/79540890
tilemap大小设置
方法1:
Grid的Cell Size = 图片像素 * 0.01 同时图片的Pixels Per为100
方法2:
Grid的Cell Size 为 1 ,图片的Pixels Per = 图片像素宽高
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Tilemaps; public class CreateTileMap : MonoBehaviour { public Tilemap tilemap;//引用的Tilemap public Tile baseTile;//使用的最基本的Tile,我这里是白色块,然后根据数据设置不同颜色生成不同Tile Tile[] arrTiles;//生成的Tile数组 void Awake() { //ins = this; } void Start() { StartCoroutine(InitData()); } void Update() { //销毁墙体 if (Input.GetMouseButtonDown(0)) { Vector3 mousePosition = Input.mousePosition; Vector3 wordPosition = Camera.main.ScreenToWorldPoint(mousePosition); Vector3Int cellPosition = tilemap.WorldToCell(wordPosition); //tilemap.SetTile(cellPosition, gameUI.GetSelectColor().colorData.mTile); TileBase tb = tilemap.GetTile(cellPosition); if (tb == null) { return; } //tb.hideFlags = HideFlags.None; Debug.Log("鼠标坐标" + mousePosition + "世界" + wordPosition + "cell" + cellPosition + "tb" + tb.name); //某个地方设置为空,就是把那个地方小格子销毁了 tilemap.SetTile(cellPosition, null); //tilemap.RefreshAllTiles(); } //空白地方创造墙体 if (Input.GetMouseButtonDown(1)) { Vector3 mousePosition = Input.mousePosition; Vector3 wordPosition = Camera.main.ScreenToWorldPoint(mousePosition); Vector3Int cellPosition = tilemap.WorldToCell(wordPosition); //tilemap.SetTile(cellPosition, gameUI.GetSelectColor().colorData.mTile); TileBase tb = tilemap.GetTile(cellPosition); if (tb != null) { return; } //tb.hideFlags = HideFlags.None; //Debug.Log("鼠标坐标" + mousePosition + "世界" + wordPosition + "cell" + cellPosition + "tb" + tb.name); //格子填充 tilemap.SetTile(cellPosition, baseTile); //tilemap.RefreshAllTiles(); } } /// <summary> /// 地图生成 /// </summary> /// <returns></returns> IEnumerator InitData() { //大地图宽高 int levelW = 10; int levelH = 10; int colorCount = 6; arrTiles = new Tile[colorCount]; for (int i = 0; i < colorCount; i++) { //想做生命墙,需要自己做个数据层,对应索引id就行 arrTiles[i] = ScriptableObject.CreateInstance<Tile>();//创建Tile,注意,要使用这种方式 arrTiles[i].sprite = baseTile.sprite; arrTiles[i].color = new Color(Random.Range(0f, 1f), Random.Range(0f, 1f), Random.Range(0f, 1f), 1); } for (int i = 0; i < levelH; i++) {//这里就是设置每个Tile的信息了 for (int j = 0; j < levelW; j++) { tilemap.SetTile(new Vector3Int(j, i, 0), arrTiles[Random.Range(0, arrTiles.Length)]); } yield return null; } while (true) { yield return new WaitForSeconds(2); // int colorIdx = Random.Range(0, colorCount);//前面这个是随机将某个块的颜色改变,然后让Tilemap更新,主要用来更新Tile的变化 // arrTiles[colorIdx].color = new Color(Random.Range(0f, 1f), Random.Range(0f,1f), Random.Range(0f, 1f), 1); // tilemap.RefreshAllTiles(); Color c = tilemap.color;//这里是改变Tilemap的颜色,尝试是否可以整体变色 c.a -= Time.deltaTime; tilemap.color = c; } } }