feat: modules moved and engine moved to submodule
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Exposes a set of scenes as tiles for a [TileSet] resource.
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</brief_description>
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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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When placed on a [TileMapLayer], tiles from [TileSetScenesCollectionSource] will automatically instantiate an associated scene at the cell's position in the TileMapLayer.
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Scenes are instantiated as children of the [TileMapLayer] when it enters the tree. If you add/remove a scene tile in the [TileMapLayer] that is already inside the tree, the [TileMapLayer] 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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<param index="0" name="id" type="int" />
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<param index="1" name="packed_scene" type="PackedScene" />
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<description>
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Assigns a [PackedScene] resource to the scene tile with [param id]. This will fail if the scene does not extend CanvasItem, as positioning properties are needed to place the scene on the TileMap.
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Assigns a [PackedScene] resource to the scene tile with [param id]. This will fail if the scene does not extend [CanvasItem], as positioning properties are needed to place the scene on the [TileMapLayer].
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</description>
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</method>
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</methods>
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