tilemap-ruletile-createempty

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Original

English
🇨🇳

Translation

Chinese

Tilemap RuleTile Create Empty

Tilemap RuleTile 创建空资源

Workflow

工作流

Step 1: Verify No Sprite Inputs

步骤1:确认无Sprite输入

WAIT - Confirm that no Sprites or Spritesheets were specified by the user. This skill is only for empty RuleTiles. If there are Sprites or Spritesheets specified by the user, use the tilemap-ruletile-createfromsegment skill instead.
注意 - 确认用户未指定任何Sprite或Spritesheet。本技能仅用于创建空RuleTile。如果用户指定了Sprite或Spritesheet,请改用tilemap-ruletile-createfromsegment技能。

Step 2: Determine RuleTile Type

步骤2:确定RuleTile类型

Identify which RuleTile type to create based on user request:
  • RuleTile: Standard rectangular grid
  • HexagonalRuleTile: Hexagonal grid layout
  • IsometricRuleTile: Isometric grid layout
根据用户需求确定要创建的RuleTile类型:
  • RuleTile:标准矩形网格
  • HexagonalRuleTile:六边形网格布局
  • IsometricRuleTile:等距网格布局

Step 3: Create Empty TilingRules

步骤3:创建空TilingRules

For each TilingRule, ensure the Sprite array has one
null
entry.
对于每个TilingRule,确保Sprite数组包含一个
null
条目。

Branching Logic (RuleTile Types)

分支逻辑(RuleTile 类型)

Path A: RuleTile

路径A:RuleTile

  • Use template from
    resources/ruletile.md
    .
  • 使用
    resources/ruletile.md
    中的模板。

Path B: HexagonalRuleTile

路径B:HexagonalRuleTile

  • Use template from
    resources/hexagonalruletile.md
    .
  • 使用
    resources/hexagonalruletile.md
    中的模板。

Path C: IsometricRuleTile

路径C:IsometricRuleTile

  • Create empty rules with appropriate neighbor positions for isometric layout.
  • 创建适配等距布局相邻位置的空规则。

Important Notes

重要注意事项

  • TilingRuleOutput.Neighbor.This: Use to identify RuleTiles that are the same (matching neighbors).
  • TilingRuleOutput.Neighbor.NotThis: Do NOT use unless explicitly specified by the user to ignore a Tile at a certain position.
  • TilingRuleOutput.Neighbor.This:用于标识相同的RuleTile(匹配相邻瓦片)。
  • TilingRuleOutput.Neighbor.NotThis:除非用户明确要求忽略特定位置的Tile,否则请勿使用。