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@treefortress
Last active June 29, 2016 20:00
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Animated Tiles with 2dToolkit for Unity
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
//Drop this on the parent of a 2dToolkit TileMap to animate some of the child sprites.
//The name of each sprite must be hardcoded into the Start() fxn.
public class AnimateTileMapScript : MonoBehaviour {
public tk2dSpriteCollectionData spriteCollection;
tk2dTileMap tileMap;
List<AnimatedTileData> tileDataList;
void Start () {
tileMap = GetComponentInChildren<tk2dTileMap>();
spriteCollection = tileMap.SpriteCollectionInst;
//Get the SpriteId's for each type of animated tile. Store the spriteId's in an
//array, so they can be used to animate the tiles each frame
List<int> shockBlocks = new List<int>();
shockBlocks.Add(spriteCollection.GetSpriteIdByName("ElectricBlock0"));
shockBlocks.Add(spriteCollection.GetSpriteIdByName("ElectricBlock1"));
shockBlocks.Add(spriteCollection.GetSpriteIdByName("ElectricBlock2"));
List<int> lavaBlocks = new List<int>();
lavaBlocks.Add(spriteCollection.GetSpriteIdByName("LavaBlock0"));
lavaBlocks.Add(spriteCollection.GetSpriteIdByName("LavaBlock1"));
lavaBlocks.Add(spriteCollection.GetSpriteIdByName("LavaBlock2"));
List<List<int>> animatedBlockLists = new List<List<int>>();//[shockBlocks, lavaBlocks];
animatedBlockLists.Add(shockBlocks);
animatedBlockLists.Add(lavaBlocks);
//Cache all animated tiles in a list for quick lookup each frame
tileDataList = new List<AnimatedTileData>();
for(int x = 0; x < tileMap.width; x++){
for(int y = 0; y < tileMap.height; y++){
//Check each tile against our list of animated tiles.
int currentTile = tileMap.GetTile(x, y, 0);
foreach(List<int> blockList in animatedBlockLists){
if(blockList.IndexOf(currentTile) != -1){
//Create an animationData for this tile,
//and cache it for quick lookups each frame
tileDataList.Add(new AnimatedTileData {
x = x,
y = y,
frames = blockList.ToArray()
});
}
}
}
}
StartCoroutine(_AnimateSprites());
}
IEnumerator _AnimateSprites() {
while(true){
//Animate frame at 10fps
yield return new WaitForSeconds(.1f);
AnimatedTileData tileData;
for(int i = tileDataList.Count; i-->0;){
tileData = tileDataList[i];
//Increment animation frame of this tile
tileData.frameIndex++;
if(tileData.frameIndex > tileData.frames.Length - 1){
//Loop animation
tileData.frameIndex = 0;
}
//Assign new tile
tileData = tileDataList[i];
tileMap.SetTile(tileData.x, tileData.y, 0, tileData.frames[tileData.frameIndex]);
}
tileMap.Build();
}
}
}
class AnimatedTileData {
public int x;
public int y;
public int frameIndex = 0;
public int[] frames;
}
@Ubermuffin
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Ubermuffin commented Jun 29, 2016

This is exactly what I've been looking for! Unfortunately, when I gave this a go, I couldn't get it to work.
No errors; but the tiles in question simply don't seem to animate.

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