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classref: Sync with current master branch (c64afeb)
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@@ -95,6 +95,8 @@ Methods
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+---------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`Vector2i<class_Vector2i>` | :ref:`get_coords_for_body_rid<class_TileMap_method_get_coords_for_body_rid>` **(** :ref:`RID<class_RID>` body **)** |
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+---------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`int<class_int>` | :ref:`get_layer_for_body_rid<class_TileMap_method_get_layer_for_body_rid>` **(** :ref:`RID<class_RID>` body **)** |
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+---------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`Color<class_Color>` | :ref:`get_layer_modulate<class_TileMap_method_get_layer_modulate>` **(** :ref:`int<class_int>` layer **)** |const| |
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+---------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`String<class_String>` | :ref:`get_layer_name<class_TileMap_method_get_layer_name>` **(** :ref:`int<class_int>` layer **)** |const| |
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@@ -251,7 +253,7 @@ The TileMap's quadrant size. Optimizes drawing by batching, using chunks of this
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If enabled, the TileMap will see its collisions synced to the physics tick and change its collision type from static to kinematic. This is required to create TileMap-based moving platform.
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\ **Note:** Enabling ``collision_animatable`` may have a small performance impact, only do it if the TileMap is moving and has colliding tiles.
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\ **Note:** Enabling :ref:`collision_animatable<class_TileMap_property_collision_animatable>` may have a small performance impact, only do it if the TileMap is moving and has colliding tiles.
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.. rst-class:: classref-item-separator
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@@ -495,6 +497,18 @@ Returns the coordinates of the tile for given physics body RID. Such RID can be
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----
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.. _class_TileMap_method_get_layer_for_body_rid:
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.. rst-class:: classref-method
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:ref:`int<class_int>` **get_layer_for_body_rid** **(** :ref:`RID<class_RID>` body **)**
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Returns the tilemap layer of the tile for given physics body RID. Such RID can be retrieved from :ref:`KinematicCollision2D.get_collider_rid<class_KinematicCollision2D_method_get_collider_rid>`, when colliding with a tile.
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.. rst-class:: classref-item-separator
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----
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.. _class_TileMap_method_get_layer_modulate:
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.. rst-class:: classref-method
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@@ -763,7 +777,7 @@ Update all the cells in the ``cells`` coordinates array so that they use the giv
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If ``ignore_empty_terrains`` is true, empty terrains will be ignored when trying to find the best fitting tile for the given terrain constraints.
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\ **Note:** To work correctly, ``set_cells_terrain_connect`` requires the TileMap's TileSet to have terrains set up with all required terrain combinations. Otherwise, it may produce unexpected results.
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\ **Note:** To work correctly, this method requires the TileMap's TileSet to have terrains set up with all required terrain combinations. Otherwise, it may produce unexpected results.
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.. rst-class:: classref-item-separator
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@@ -779,7 +793,7 @@ Update all the cells in the ``path`` coordinates array so that they use the give
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If ``ignore_empty_terrains`` is true, empty terrains will be ignored when trying to find the best fitting tile for the given terrain constraints.
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\ **Note:** To work correctly, ``set_cells_terrain_path`` requires the TileMap's TileSet to have terrains set up with all required terrain combinations. Otherwise, it may produce unexpected results.
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\ **Note:** To work correctly, this method requires the TileMap's TileSet to have terrains set up with all required terrain combinations. Otherwise, it may produce unexpected results.
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.. rst-class:: classref-item-separator
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