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HyagoOliveiraHyago Oliveira
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Option to Create Asset bellow Tile (#196)
Co-authored-by: Hyago Oliveira <[email protected]>
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13 files changed

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Editor/Brushes/PrefabBrushes/PrefabBrush/PrefabBrush.cs

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@@ -5,7 +5,7 @@ namespace UnityEditor.Tilemaps
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/// <summary>
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/// This Brush instances and places a selected prefab onto the targeted location and parents the instanced object to the paint target.
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/// </summary>
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[CreateAssetMenu(fileName = "Prefab brush", menuName = "Brushes/Prefab brush")]
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[CreateAssetMenu(fileName = "Prefab brush", menuName = "2D Extras/Brushes/Prefab brush", order = 359)]
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[CustomGridBrush(false, true, false, "Prefab Brush")]
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public class PrefabBrush : BasePrefabBrush
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{

Editor/Brushes/PrefabBrushes/PrefabRandomBrush/PrefabRandomBrush.cs

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@@ -5,7 +5,7 @@ namespace UnityEditor.Tilemaps
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/// <summary>
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/// This Brush instances and places a randomly selected Prefabs onto the targeted location and parents the instanced object to the paint target. Use this as an example to quickly place an assorted type of GameObjects onto structured locations.
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/// </summary>
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[CreateAssetMenu(fileName = "Prefab Random brush", menuName = "Brushes/Prefab Random brush")]
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[CreateAssetMenu(fileName = "Prefab Random brush", menuName = "2D Extras/Brushes/Prefab Random brush", order = 359)]
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[CustomGridBrush(false, true, false, "Prefab Random Brush")]
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public class PrefabRandomBrush : BasePrefabBrush
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{

Editor/Brushes/RandomBrush/RandomBrush.cs

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@@ -11,7 +11,7 @@ namespace UnityEditor.Tilemaps
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/// Use this as an example to create brushes which store specific data per brush and to make brushes which randomize behaviour.
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/// </summary>
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[CustomGridBrush(false, false, false, "Random Brush")]
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[CreateAssetMenu(fileName = "New Random Brush", menuName = "Brushes/Random Brush")]
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[CreateAssetMenu(fileName = "New Random Brush", menuName = "2D Extras/Brushes/Random Brush", order = 359)]
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public class RandomBrush : GridBrush
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{
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internal struct SizeEnumerator : IEnumerator<Vector3Int>

Runtime/Tiles/AnimatedTile/AnimatedTile.cs

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@@ -10,7 +10,7 @@ namespace UnityEngine.Tilemaps
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/// Animated Tiles are tiles which run through and display a list of sprites in sequence.
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/// </summary>
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[Serializable]
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[CreateAssetMenu(fileName = "New Animated Tile", menuName = "Tiles/Animated Tile")]
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[CreateAssetMenu(fileName = "New Animated Tile", menuName = "2D Extras/Tiles/Animated Tile", order = 359)]
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public class AnimatedTile : TileBase
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{
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/// <summary>

Runtime/Tiles/HexagonalRuleTile/HexagonalRuleTile.cs

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@@ -21,7 +21,7 @@ public class HexagonalRuleTile<T> : HexagonalRuleTile
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/// Use this for Hexagonal Grids.
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/// </summary>
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[Serializable]
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[CreateAssetMenu(fileName = "New Hexagonal Rule Tile", menuName = "Tiles/Hexagonal Rule Tile")]
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[CreateAssetMenu(fileName = "New Hexagonal Rule Tile", menuName = "2D Extras/Tiles/Hexagonal Rule Tile", order = 359)]
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public class HexagonalRuleTile : RuleTile
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{
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Runtime/Tiles/IsometricRuleTile/IsometricRuleTile.cs

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@@ -21,7 +21,7 @@ public class IsometricRuleTile<T> : IsometricRuleTile
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/// Use this for Isometric Grids.
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/// </summary>
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[Serializable]
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[CreateAssetMenu(fileName = "New Isometric Rule Tile", menuName = "Tiles/Isometric Rule Tile")]
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[CreateAssetMenu(fileName = "New Isometric Rule Tile", menuName = "2D Extras/Tiles/Isometric Rule Tile", order = 359)]
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public class IsometricRuleTile : RuleTile
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{
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// This has no differences with the RuleTile

Runtime/Tiles/PipelineTile/PipelineTile.cs

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@@ -14,7 +14,7 @@ namespace UnityEngine.Tilemaps
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/// Pipeline Tiles are tiles which take into consideration its orthogonal neighboring tiles and displays a sprite depending on whether the neighboring tile is the same tile.
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/// </summary>
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[Serializable]
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[CreateAssetMenu(fileName = "New Pipeline Tile", menuName = "Tiles/Pipeline Tile")]
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[CreateAssetMenu(fileName = "New Pipeline Tile", menuName = "2D Extras/Tiles/Pipeline Tile", order = 359)]
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public class PipelineTile : TileBase
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{
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/// <summary>

Runtime/Tiles/RandomTile/RandomTile.cs

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@@ -11,7 +11,7 @@ namespace UnityEngine.Tilemaps
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/// The Sprite displayed for the Tile is randomized based on its location and will be fixed for that particular location.
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/// </summary>
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[Serializable]
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[CreateAssetMenu(fileName = "New Random Tile", menuName = "Tiles/Random Tile")]
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[CreateAssetMenu(fileName = "New Random Tile", menuName = "2D Extras/Tiles/Random Tile", order = 359)]
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public class RandomTile : Tile
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{
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/// <summary>

Runtime/Tiles/RuleOverrideTile/AdvancedRuleOverrideTile.cs

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@@ -9,7 +9,7 @@ namespace UnityEngine.Tilemaps
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/// </summary>
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[MovedFrom(true, "UnityEngine")]
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[Serializable]
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[CreateAssetMenu(fileName = "New Advanced Rule Override Tile", menuName = "Tiles/Advanced Rule Override Tile")]
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[CreateAssetMenu(fileName = "New Advanced Rule Override Tile", menuName = "2D Extras/Tiles/Advanced Rule Override Tile", order = 359)]
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public class AdvancedRuleOverrideTile : RuleOverrideTile
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{
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Runtime/Tiles/RuleOverrideTile/RuleOverrideTile.cs

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@@ -10,7 +10,7 @@ namespace UnityEngine.Tilemaps
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/// </summary>
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[MovedFrom(true, "UnityEngine")]
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[Serializable]
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[CreateAssetMenu(fileName = "New Rule Override Tile", menuName = "Tiles/Rule Override Tile")]
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[CreateAssetMenu(fileName = "New Rule Override Tile", menuName = "2D Extras/Tiles/Rule Override Tile", order = 359)]
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public class RuleOverrideTile : TileBase
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{
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