Rpg Map Editor
Classes | Enumerations
Package CreativeSpore.RpgMapEditor

Classes

class  AtlasSlot
 Manage an slot in the Autotileset containing one autotileset or 4 normal tilesets. More...
 
class  AutoTile
 Define a tile of the map More...
 
class  AutoTileBrush
 This class manages the tile brush used to paint tiles in the editor or in game: More...
 
class  AutoTileMap
 Create and manage the auto tile map More...
 
class  AutoTileMapData
 ScriptableObject containing map data More...
 
class  AutoTileMapEditor
 
class  AutoTileMapEditorBehaviour
 
class  AutoTileMapGui
 Manage the in game tileset editor More...
 
class  AutoTileMapSerializeData
 Map data containing all tiles and the size of the map More...
 
class  AutoTileset
 Manage the autotileset containing all sub-tilesets named with a letter and used to draw map tiles. More...
 
class  AutoTilesetEditor
 
class  AutoTilesetEditorWindow
 
class  MapPathFinding
 
class  MapPathFindingBehaviour
 
class  MapTileNode
 
class  RpgMapHelper
 Helper static class with useful methods More...
 
class  RpgMapMakerEditor
 
class  SubTilesetConf
 Define a subtileset inside the AutoTileset. Each subtileset is named by a letter. More...
 
class  TileChunk
 Manage a chunk of tiles in the 3D world More...
 
class  TileChunkPool
 Manages the creation of all map tile chunks More...
 
class  TilesetComponent
 Draw and manage the tileset using the Unity GUI More...
 
class  UtilsAutoTileMap
 
class  UtilsGuiDrawing
 
class  UtilsSerialize
 

Enumerations

enum  eLayerType { Ground, Overlay, Objects, FogOfWar }
 
enum  eTilePartType {
  INT_CORNER, EXT_CORNER, INTERIOR, H_SIDE,
  V_SIDE
}
 An auto-tile has 4 parts that change according to neighbors. These are the different types for each part. More...
 
enum  eTileLayer { eTileLayer.GROUND, eTileLayer.GROUND_OVERLAY, eTileLayer.OVERLAY }
 Each type of tile layer in the map More...
 
enum  eTileType {
  eTileType.ANIMATED, eTileType.GROUND, eTileType.BUILDINGS, eTileType.WALLS,
  eTileType.NORMAL, eTileType.OBJECTS
}
 Each type of tile of the map More...
 
enum  eTileCollisionType {
  eTileCollisionType.EMPTY = -1, eTileCollisionType.PASSABLE, eTileCollisionType.BLOCK, eTileCollisionType.WALL,
  eTileCollisionType.FENCE, eTileCollisionType.OVERLAY, eTileCollisionType._SIZE
}
 Type map collision according to tile on certain map position More...
 

Enumeration Type Documentation

Type map collision according to tile on certain map position

Enumerator
EMPTY 

Used to indicate the empty tile with no type

PASSABLE 

A PASSABLE tile over a BLOC, WALL, or FENCE allow walking over it.

BLOCK 

Not passable

WALL 

Partially not passable, depending of autotiling

FENCE 

Partially not passable, depending of autotiling

OVERLAY 

A passable tile. Used to check when a tile should be placed in overlay layer

_SIZE 

The size of this enum

Each type of tile layer in the map

Enumerator
GROUND 

mostly for tiles with no alpha

GROUND_OVERLAY 

mostly for tiles with alpha

OVERLAY 

for tiles that should be drawn over everything else

An auto-tile has 4 parts that change according to neighbors. These are the different types for each part.

Each type of tile of the map

Enumerator
ANIMATED 

Animated auto-tiles with 3 frames of animation, usually named with _A1 suffix in the texture

GROUND 

Ground auto-Tiles, usually named with _A2 suffix in the texture

BUILDINGS 

Building auto-Tiles, usually named with _A3 suffix in the texture

WALLS 

Wall auto-Tiles, usually named with _A4 suffix in the texture

NORMAL 

Normal tiles, usually named with _A5 suffix in the texture. Same as Objects tiles, but included as part of an auto-tileset

OBJECTS 

Normal tiles, usually named with _B, _C, _D and _E suffix in the texture