CI / build-test (push) Failing after 1m4s
TileSet maps ids to texture regions with tints (0 = empty), TileGrid is a bounds-checked dense ushort grid, and the Tilemap component places a grid in the world per render layer. UseTilemaps() inserts TilemapRenderSystem before the flush; it submits only the camera-visible cell range (TilemapMath.VisibleCells), so frame cost scales with the screen, not the grid. Demonstrated in the sample as a checkerboard floor; Tiled loading stays on the roadmap on top of this API.
28 lines
1.3 KiB
XML
28 lines
1.3 KiB
XML
<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<OutputType>WinExe</OutputType>
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<TargetFramework>net8.0</TargetFramework>
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</PropertyGroup>
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<ItemGroup>
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<ProjectReference Include="..\..\src\MrGameEng.Core\MrGameEng.Core.csproj" />
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<ProjectReference Include="..\..\src\MrGameEng.Graphics\MrGameEng.Graphics.csproj" />
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<ProjectReference Include="..\..\src\MrGameEng.Input\MrGameEng.Input.csproj" />
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<ProjectReference Include="..\..\src\MrGameEng.Audio\MrGameEng.Audio.csproj" />
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<ProjectReference Include="..\..\src\MrGameEng.Assets\MrGameEng.Assets.csproj" />
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<ProjectReference Include="..\..\src\MrGameEng.Atlases\MrGameEng.Atlases.csproj" />
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<ProjectReference Include="..\..\src\MrGameEng.Tilemaps\MrGameEng.Tilemaps.csproj" />
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<ProjectReference Include="..\..\src\MrGameEng.UI\MrGameEng.UI.csproj" />
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<ProjectReference Include="..\..\src\MrGameEng.DevConsole\MrGameEng.DevConsole.csproj" />
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<ProjectReference Include="..\..\src\MrGameEng.Assets.Generator\MrGameEng.Assets.Generator.csproj"
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OutputItemType="Analyzer" ReferenceOutputAssembly="false" />
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</ItemGroup>
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<ItemGroup>
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<AdditionalFiles Include="Assets\**\*.*" />
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<None Include="Assets\**\*.*" CopyToOutputDirectory="PreserveNewest" />
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</ItemGroup>
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</Project>
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