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	Replace references from TileMap to TileMapLayer in documentation
Correct sentence Corrections Corrections Update doc/classes/TileSet.xml Co-authored-by: Micky <66727710+Mickeon@users.noreply.github.com> Update doc/classes/TileSetScenesCollectionSource.xml Co-authored-by: Micky <66727710+Mickeon@users.noreply.github.com> Remove undesired line in TileSet More clarity on Node2D mention
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		@@ -4,7 +4,7 @@
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		Settings for a single tile in a [TileSet].
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	</brief_description>
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	<description>
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		[TileData] object represents a single tile in a [TileSet]. It is usually edited using the tileset editor, but it can be modified at runtime using [method TileMap._tile_data_runtime_update].
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		[TileData] object represents a single tile in a [TileSet]. It is usually edited using the tileset editor, but it can be modified at runtime using [method TileMapLayer._tile_data_runtime_update].
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	</description>
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	<tutorials>
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	</tutorials>
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@@ -301,7 +301,7 @@
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			Vertical point of the tile used for determining y-sorted order.
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		</member>
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		<member name="z_index" type="int" setter="set_z_index" getter="get_z_index" default="0">
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			Ordering index of this tile, relative to [TileMap].
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			Ordering index of this tile, relative to [TileMapLayer].
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		</member>
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	</members>
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	<signals>
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@@ -491,8 +491,7 @@
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			<param index="5" name="alternative_to" type="int" />
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			<description>
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				Create an alternative-level proxy for the given identifiers. A proxy will map set of tile identifiers to another set of identifiers.
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				This can be used to replace a tile in all TileMaps using this TileSet, as TileMap nodes will find and use the proxy's target tile when one is available.
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				Proxied tiles can be automatically replaced in TileMap nodes using the editor.
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				Proxied tiles can be automatically replaced in TileMapLayer nodes using the editor.
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			</description>
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		</method>
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		<method name="set_coords_level_tile_proxy">
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@@ -503,8 +502,7 @@
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			<param index="3" name="coords_to" type="Vector2i" />
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			<description>
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				Creates a coordinates-level proxy for the given identifiers. A proxy will map set of tile identifiers to another set of identifiers. The alternative tile ID is kept the same when using coordinates-level proxies.
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				This can be used to replace a tile in all TileMaps using this TileSet, as TileMap nodes will find and use the proxy's target tile when one is available.
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				Proxied tiles can be automatically replaced in TileMap nodes using the editor.
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				Proxied tiles can be automatically replaced in TileMapLayer nodes using the editor.
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			</description>
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		</method>
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		<method name="set_custom_data_layer_name">
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@@ -602,8 +600,7 @@
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			<param index="1" name="source_to" type="int" />
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			<description>
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				Creates a source-level proxy for the given source ID. A proxy will map set of tile identifiers to another set of identifiers. Both the atlas coordinates ID and the alternative tile ID are kept the same when using source-level proxies.
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				This can be used to replace a source in all TileMaps using this TileSet, as TileMap nodes will find and use the proxy's target source when one is available.
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				Proxied tiles can be automatically replaced in TileMap nodes using the editor.
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				Proxied tiles can be automatically replaced in TileMapLayer nodes using the editor.
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			</description>
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		</method>
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		<method name="set_terrain_color">
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@@ -635,7 +632,7 @@
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	</methods>
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	<members>
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		<member name="tile_layout" type="int" setter="set_tile_layout" getter="get_tile_layout" enum="TileSet.TileLayout" default="0">
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			For all half-offset shapes (Isometric, Hexagonal and Half-Offset square), changes the way tiles are indexed in the TileMap grid.
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			For all half-offset shapes (Isometric, Hexagonal and Half-Offset square), changes the way tiles are indexed in the [TileMapLayer] grid.
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		</member>
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		<member name="tile_offset_axis" type="int" setter="set_tile_offset_axis" getter="get_tile_offset_axis" enum="TileSet.TileOffsetAxis" default="0">
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			For all half-offset shapes (Isometric, Hexagonal and Half-Offset square), determines the offset axis.
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@@ -656,7 +653,7 @@
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		</constant>
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		<constant name="TILE_SHAPE_ISOMETRIC" value="1" enum="TileShape">
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			Diamond tile shape (for isometric look).
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			[b]Note:[/b] Isometric [TileSet] works best if [TileMap] and all its layers have Y-sort enabled.
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			[b]Note:[/b] Isometric [TileSet] works best if all sibling [TileMapLayer]s and their parent inheriting from [Node2D] have Y-sort enabled.
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		</constant>
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		<constant name="TILE_SHAPE_HALF_OFFSET_SQUARE" value="2" enum="TileShape">
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			Rectangular tile shape with one row/column out of two offset by half a tile.
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@@ -288,12 +288,12 @@
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			Represents the size of the [enum TileAnimationMode] enum.
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		</constant>
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		<constant name="TRANSFORM_FLIP_H" value="4096">
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			Represents cell's horizontal flip flag. Should be used directly with [TileMap] to flip placed tiles by altering their alternative IDs.
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			Represents cell's horizontal flip flag. Should be used directly with [TileMapLayer] to flip placed tiles by altering their alternative IDs.
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			[codeblock]
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			var alternate_id = $TileMap.get_cell_alternative_tile(0, Vector2i(2, 2))
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			var alternate_id = $TileMapLayer.get_cell_alternative_tile(Vector2i(2, 2))
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			if not alternate_id & TileSetAtlasSource.TRANSFORM_FLIP_H:
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			    # If tile is not already flipped, flip it.
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			    $TileMap.set_cell(0, Vector2i(2, 2), source_id, atlas_coords, alternate_id | TileSetAtlasSource.TRANSFORM_FLIP_H)
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			    $TileMapLayer.set_cell(Vector2i(2, 2), source_id, atlas_coords, alternate_id | TileSetAtlasSource.TRANSFORM_FLIP_H)
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			[/codeblock]
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			[b]Note:[/b] These transformations can be combined to do the equivalent of 0, 90, 180, and 270 degree rotations, as shown below:
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			[codeblock]
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@@ -4,8 +4,8 @@
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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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@@ -113,7 +113,7 @@
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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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