TileMapComponent

Provides terrain features in tile form. Only one tile map per map layer.

# Properties

[{"index":"Color Color (Sync)","0":"Specifies the color of the tile map."}]

[{"index":"boolean CreateFoothold (MakerOnly)","0":"Determines whether foothold is created. If false, foothold is not created."}]

[{"index":"float FootholdDrag (ReadOnly)","0":"Applies a friction force to an Entity containing a RigidbodyComponent on the foothold. The larger the value, the faster it decelerates."}]

[{"index":"float FootholdForce (ReadOnly)","0":"Applies a force to the Entity containing a RigidbodyComponent on the foothold. If positive, the force is applied to the right, and if negative, to the left."}]

[{"index":"float FootholdWalkSpeedFactor (ReadOnly)","0":"The coefficient is multiplied by the movement speed when the Entity with RigidbodyComponent is on the foothold. The greater the value, the faster the movement."}]

[{"index":"boolean IgnoreMapLayerCheck","0":"Does not perform automatic substitution when Map Layer name is specified in SortingLayer."}]

[{"index":"boolean IncludeFinishFoothold (MakerOnly)","0":"Determines whether to include the curved end of foothold when creating it."}]

[{"index":"boolean IsBlockVerticalLine","0":"Determines whether the Entity is blocked by vertical footholds in its tile map. Only pertains to Entities with RigidbodyComponent."}]

[{"index":"boolean IsOddGridPosition","0":"Positions the tile map off of the grid's base point."}]

[{"index":"int32 OrderInLayer (Sync)","0":"Determines the priority within the same Layer. A greater number indicates higher priority."}]

[{"index":"boolean PhysicsInteractable (ReadOnly)","0":"If true, it may collide with a Dynamic rigid body (PhysicRigidbody) using the Physics feature."}]

[{"index":"string SortingLayer (ReadOnly)","0":"When two or more Entities overlap, the priority is determined according to the Sorting Layer."}]

[{"index":"TileMapVersion TileMapVersion (ReadOnly) (HideFromInspector)","0":"The version of the tile map generation rule. This is the property for backward compatibility."}]

[{"index":"DataRef TileSetRUID","0":"Specifies the RUID of the tile set in the tile map."}]

##### inherited from Component:

[{"index":"boolean Enable (Sync)","0":"Checks whether Component is activated or not."}]

[{"index":"boolean EnableInHierarchy (ReadOnly) (HideFromInspector)","0":"Displays whether this Component is Enable in the hierarchy. If Entity Enable is false regardless of Component Enable, returns false."}]

[{"index":"Entity Entity (ReadOnly)","0":"The Entity that owns this component."}]

# Methods

##### inherited from Component:

[{"index":"boolean IsClient()","0":"Returns whether the current execution environment is a client or not."}]

[{"index":"boolean IsServer()","0":"Returns whether the current execution environment is a server or not."}]

# Events

[{"index":"OrderInLayerChangedEvent","0":"This event occurs when changing the Component's OrderInLayer."}]

# Examples

The tile map's color changes if the character collides with the entity. It returns to the original color if they exit the collision range.
    
    
    @Component
    script TriggerColorController extends Component
        method void SetColor(Color color)
        local tileMap = _EntityService:GetEntityByPath("/maps/map01/TileMap")
        tileMap.TileMapComponent.Color = color
        end
    
        @EventSender("Self")
        handler HandleTriggerEnterEvent(TriggerEnterEvent event)
        -- Parameters
        local TriggerBodyEntity = event.TriggerBodyEntity
        --------------------------------------------------------
        if TriggerBodyEntity.Name == "Name" then
        	self:SetColor(Color.red)
        end
        end
    
        @EventSender("Self")
        handler HandleTriggerLeaveEvent(TriggerLeaveEvent event)
        -- Parameters
        local TriggerBodyEntity = event.TriggerBodyEntity
        --------------------------------------------------------
        self:SetColor(Color.white)
        end
    end
    

# SeeAlso

  * TriggerEnterEvent
  * TriggerLeaveEvent
  * Color
  * EntityService