<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
  <members>
    <assembly>
      <name>UnityEngine.TilemapModule</name>
    </assembly>
    <member name="T:UnityEngine.CustomGridBrushAttribute">
      <summary>
        <para>Attribute to define the class as a grid brush and to make it available in the palette window.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.CustomGridBrushAttribute.defaultBrush">
      <summary>
        <para>If set to true, brush will replace Unity built-in brush as the default brush in palette window.

Only one class at any one time should set defaultBrush to true.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.CustomGridBrushAttribute.defaultName">
      <summary>
        <para>Name of the default instance of this brush.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.CustomGridBrushAttribute.hideAssetInstances">
      <summary>
        <para>Hide all asset instances of this brush in the tile palette window.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.CustomGridBrushAttribute.hideDefaultInstance">
      <summary>
        <para>Hide the default instance of brush in the tile palette window.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.CustomGridBrushAttribute.#ctor">
      <summary>
        <para>Attribute to define the class as a grid brush and to make it available in the palette window.</para>
      </summary>
      <param name="defaultBrush">If set to true, brush will replace Unity built-in brush as the default brush in palette window.</param>
      <param name="defaultName">Name of the default instance of this brush.</param>
      <param name="hideAssetInstanes">Hide all asset instances of this brush in the tile palette window.</param>
      <param name="hideDefaultInstance">Hide the default instance of brush in the tile palette window.</param>
      <param name="hideAssetInstances"></param>
    </member>
    <member name="M:UnityEngine.CustomGridBrushAttribute.#ctor(System.Boolean,System.Boolean,System.Boolean,System.String)">
      <summary>
        <para>Attribute to define the class as a grid brush and to make it available in the palette window.</para>
      </summary>
      <param name="defaultBrush">If set to true, brush will replace Unity built-in brush as the default brush in palette window.</param>
      <param name="defaultName">Name of the default instance of this brush.</param>
      <param name="hideAssetInstanes">Hide all asset instances of this brush in the tile palette window.</param>
      <param name="hideDefaultInstance">Hide the default instance of brush in the tile palette window.</param>
      <param name="hideAssetInstances"></param>
    </member>
    <member name="T:UnityEngine.GridBrushBase">
      <summary>
        <para>Base class for authoring data on a grid with grid painting tools like paint, erase, pick, select and fill.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.GridBrushBase.BoxErase(UnityEngine.GridLayout,UnityEngine.GameObject,UnityEngine.BoundsInt)">
      <summary>
        <para>Erases data on a grid within the given bounds.</para>
      </summary>
      <param name="gridLayout">Grid used for layout.</param>
      <param name="brushTarget">Target of the erase operation. By default the currently selected GameObject.</param>
      <param name="position">The bounds to erase data from.</param>
    </member>
    <member name="M:UnityEngine.GridBrushBase.BoxFill(UnityEngine.GridLayout,UnityEngine.GameObject,UnityEngine.BoundsInt)">
      <summary>
        <para>Box fills tiles and GameObjects into given bounds within the selected layers.</para>
      </summary>
      <param name="gridLayout">Grid used for layout.</param>
      <param name="brushTarget">Target of box fill operation. By default the currently selected GameObject.</param>
      <param name="position">The bounds to box fill data to.</param>
    </member>
    <member name="M:UnityEngine.GridBrushBase.Erase(UnityEngine.GridLayout,UnityEngine.GameObject,UnityEngine.Vector3Int)">
      <summary>
        <para>Erases data on a grid within the given bounds.</para>
      </summary>
      <param name="grid">Grid used for layout.</param>
      <param name="brushTarget">Target of the erase operation. By default the currently selected GameObject.</param>
      <param name="position">The coordinates of the cell to erase data from.</param>
      <param name="gridLayout"></param>
    </member>
    <member name="M:UnityEngine.GridBrushBase.Flip(UnityEngine.GridBrushBase/FlipAxis,UnityEngine.GridLayout/CellLayout)">
      <summary>
        <para>Flips the grid brush in the given FlipAxis.</para>
      </summary>
      <param name="flip">Axis to flip by.</param>
      <param name="layout">CellLayout for flipping.</param>
    </member>
    <member name="T:UnityEngine.GridBrushBase.FlipAxis">
      <summary>
        <para>Axis to flip tiles in the GridBrushBase by.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.GridBrushBase.FlipAxis.X">
      <summary>
        <para>Flip the brush in the X Axis.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.GridBrushBase.FlipAxis.Y">
      <summary>
        <para>Flip the brush in the Y Axis.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.GridBrushBase.FloodFill(UnityEngine.GridLayout,UnityEngine.GameObject,UnityEngine.Vector3Int)">
      <summary>
        <para>Flood fills data onto a grid given the starting coordinates of the cell.</para>
      </summary>
      <param name="gridLayout">Grid used for layout.</param>
      <param name="brushTarget">Targets of flood fill operation. By default the currently selected GameObject.</param>
      <param name="position">Starting position of the flood fill.</param>
    </member>
    <member name="M:UnityEngine.GridBrushBase.Move(UnityEngine.GridLayout,UnityEngine.GameObject,UnityEngine.BoundsInt,UnityEngine.BoundsInt)">
      <summary>
        <para>Move is called when user moves the area previously selected with the selection marquee.</para>
      </summary>
      <param name="grid">Grid used for layout.</param>
      <param name="brushTarget">Target of the move operation. By default the currently selected GameObject.</param>
      <param name="from">Source bounds of the move.</param>
      <param name="to">Target bounds of the move.</param>
      <param name="gridLayout"></param>
    </member>
    <member name="M:UnityEngine.GridBrushBase.MoveEnd(UnityEngine.GridLayout,UnityEngine.GameObject,UnityEngine.BoundsInt)">
      <summary>
        <para>MoveEnd is called when user has ended the move of the area previously selected with the selection marquee.</para>
      </summary>
      <param name="position">Layers affected by the move operation.</param>
      <param name="brushTarget">Target of the move operation. By default the currently selected GameObject.</param>
      <param name="grid">Grid used for layout.</param>
      <param name="gridLayout"></param>
    </member>
    <member name="M:UnityEngine.GridBrushBase.MoveStart(UnityEngine.GridLayout,UnityEngine.GameObject,UnityEngine.BoundsInt)">
      <summary>
        <para>MoveEnd is called when user starts moving the area previously selected with the selection marquee.</para>
      </summary>
      <param name="grid">Grid used for layout.</param>
      <param name="brushTarget">Target of the move operation. By default the currently selected GameObject.</param>
      <param name="position">Position where the move operation has started.</param>
      <param name="gridLayout"></param>
    </member>
    <member name="M:UnityEngine.GridBrushBase.Paint(UnityEngine.GridLayout,UnityEngine.GameObject,UnityEngine.Vector3Int)">
      <summary>
        <para>Paints data into a grid within the given bounds.</para>
      </summary>
      <param name="grid">Grid used for layout.</param>
      <param name="brushTarget">Target of the paint operation. By default the currently selected GameObject.</param>
      <param name="position">The coordinates of the cell to paint data to.</param>
      <param name="gridLayout"></param>
    </member>
    <member name="M:UnityEngine.GridBrushBase.Pick(UnityEngine.GridLayout,UnityEngine.GameObject,UnityEngine.BoundsInt,UnityEngine.Vector3Int)">
      <summary>
        <para>Picks data from a grid given the coordinates of the cells.</para>
      </summary>
      <param name="grid">Grid used for layout.</param>
      <param name="brushTarget">Target of the paint operation. By default the currently selected GameObject.</param>
      <param name="position">The coordinates of the cells to paint data from.</param>
      <param name="pivot">Pivot of the picking brush.</param>
      <param name="gridLayout"></param>
    </member>
    <member name="M:UnityEngine.GridBrushBase.Rotate(UnityEngine.GridBrushBase/RotationDirection,UnityEngine.GridLayout/CellLayout)">
      <summary>
        <para>Rotates all tiles on the grid brush with the given RotationDirection.</para>
      </summary>
      <param name="direction">Direction to rotate by.</param>
      <param name="layout">Cell Layout for rotating.</param>
    </member>
    <member name="T:UnityEngine.GridBrushBase.RotationDirection">
      <summary>
        <para>Direction to rotate tiles in the GridBrushBase by.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.GridBrushBase.RotationDirection.Clockwise">
      <summary>
        <para>Rotates tiles clockwise.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.GridBrushBase.RotationDirection.CounterClockwise">
      <summary>
        <para>Rotates tiles counter-clockwise.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.GridBrushBase.Select(UnityEngine.GridLayout,UnityEngine.GameObject,UnityEngine.BoundsInt)">
      <summary>
        <para>Select an area of a grid.</para>
      </summary>
      <param name="grid">Grid used for layout.</param>
      <param name="brushTarget">Targets of paint operation. By default the currently selected GameObject.</param>
      <param name="position">Area to get selected.</param>
      <param name="gridLayout"></param>
    </member>
    <member name="T:UnityEngine.GridBrushBase.Tool">
      <summary>
        <para>Tool mode for the GridBrushBase.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.GridBrushBase.Tool.Box">
      <summary>
        <para>Box Fill.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.GridBrushBase.Tool.Erase">
      <summary>
        <para>Erase.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.GridBrushBase.Tool.FloodFill">
      <summary>
        <para>Flood Fill.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.GridBrushBase.Tool.Move">
      <summary>
        <para>Move.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.GridBrushBase.Tool.Paint">
      <summary>
        <para>Paint.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.GridBrushBase.Tool.Pick">
      <summary>
        <para>Pick.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.GridBrushBase.Tool.Select">
      <summary>
        <para>Select.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.Tilemaps.ITilemap">
      <summary>
        <para>Class passed onto when information is queried from the tiles.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Tilemaps.ITilemap.cellBounds">
      <summary>
        <para>Returns the boundaries of the Tilemap in cell size.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Tilemaps.ITilemap.localBounds">
      <summary>
        <para>Returns the boundaries of the Tilemap in local space size.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Tilemaps.ITilemap.origin">
      <summary>
        <para>The origin of the Tilemap in cell position.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Tilemaps.ITilemap.size">
      <summary>
        <para>The size of the Tilemap in cells.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.Tilemaps.ITilemap.GetColor(UnityEngine.Vector3Int)">
      <summary>
        <para>Gets the color of a.</para>
      </summary>
      <param name="position">Position of the Tile on the Tilemap.</param>
      <returns>
        <para>Color of the at the XY coordinate.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.Tilemaps.ITilemap.GetComponent">
      <summary>
        <para>Returns the component of type T if the GameObject of the tile map has one attached, null if it doesn't.</para>
      </summary>
      <returns>
        <para>The Component of type T to retrieve.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.Tilemaps.ITilemap.GetSprite(UnityEngine.Vector3Int)">
      <summary>
        <para>Gets the.</para>
      </summary>
      <param name="position">Position of the Tile on the Tilemap.</param>
      <returns>
        <para>Sprite at the XY coordinate.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.Tilemaps.ITilemap.GetTile(UnityEngine.Vector3Int)">
      <summary>
        <para>Gets the.</para>
      </summary>
      <param name="position">Position of the Tile on the Tilemap.</param>
      <returns>
        <para> placed at the cell.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.Tilemaps.ITilemap.GetTile(UnityEngine.Vector3Int)">
      <summary>
        <para>Gets the.</para>
      </summary>
      <param name="position">Position of the Tile on the Tilemap.</param>
      <returns>
        <para> placed at the cell.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.Tilemaps.ITilemap.GetTileFlags(UnityEngine.Vector3Int)">
      <summary>
        <para>Gets the TileFlags of the Tile at the given position.</para>
      </summary>
      <param name="position">Position of the Tile on the Tilemap.</param>
      <returns>
        <para>TileFlags from the Tile.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.Tilemaps.ITilemap.GetTransformMatrix(UnityEngine.Vector3Int)">
      <summary>
        <para>Gets the transform matrix of a.</para>
      </summary>
      <param name="position">Position of the Tile on the Tilemap.</param>
      <returns>
        <para>The transform matrix.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.Tilemaps.ITilemap.RefreshTile(UnityEngine.Vector3Int)">
      <summary>
        <para>Refreshes a.</para>
      </summary>
      <param name="position">Position of the Tile on the Tilemap.</param>
    </member>
    <member name="T:UnityEngine.Tilemaps.Tile">
      <summary>
        <para>Class for a default tile in the Tilemap.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Tilemaps.Tile.color">
      <summary>
        <para>Color of the Tile.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Tilemaps.Tile.flags">
      <summary>
        <para>TileFlags of the Tile.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Tilemaps.Tile.gameObject">
      <summary>
        <para>GameObject of the Tile.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Tilemaps.Tile.sprite">
      <summary>
        <para>Sprite to be rendered at the Tile.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Tilemaps.Tile.transform">
      <summary>
        <para>Matrix4x4|Transform matrix of the Tile.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.Tilemaps.Tile.ColliderType">
      <summary>
        <para>Enum for determining what collider shape is generated for this Tile by the TilemapCollider2D.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Tilemaps.Tile.ColliderType.Grid">
      <summary>
        <para>The grid layout boundary outline is used as the collider shape for the Tile by the TilemapCollider2D.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Tilemaps.Tile.ColliderType.None">
      <summary>
        <para>No collider shape is generated for the Tile by the TilemapCollider2D.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Tilemaps.Tile.ColliderType.Sprite">
      <summary>
        <para>The Sprite outline is used as the collider shape for the Tile by the TilemapCollider2D.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.Tilemaps.Tile.GetTileData(UnityEngine.Vector3Int,UnityEngine.Tilemaps.ITilemap,UnityEngine.Tilemaps.TileData&amp;)">
      <summary>
        <para>Retrieves the tile rendering data for the Tile.</para>
      </summary>
      <param name="position">Position of the Tile on the Tilemap.</param>
      <param name="tilemap">The Tilemap the tile is present on.</param>
      <param name="tileData">Data to render the tile. This is filled with Tile, Tile.color and Tile.transform.</param>
      <returns>
        <para>Whether the call was successful. This returns true for Tile.</para>
      </returns>
    </member>
    <member name="T:UnityEngine.Tilemaps.TileAnimationData">
      <summary>
        <para>A Struct for the required data for animating a Tile.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Tilemaps.TileAnimationData.animatedSprites">
      <summary>
        <para>The array of that are ordered by appearance in the animation.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Tilemaps.TileAnimationData.animationSpeed">
      <summary>
        <para>The animation speed.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Tilemaps.TileAnimationData.animationStartTime">
      <summary>
        <para>The start time of the animation. The animation will begin at this time offset.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.Tilemaps.TileBase">
      <summary>
        <para>Base class for a tile in the Tilemap.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.Tilemaps.TileBase.GetTileAnimationData(UnityEngine.Vector3Int,UnityEngine.Tilemaps.ITilemap,UnityEngine.Tilemaps.TileAnimationData&amp;)">
      <summary>
        <para>Retrieves any tile animation data from the scripted tile.</para>
      </summary>
      <param name="position">Position of the Tile on the Tilemap.</param>
      <param name="tilemap">The Tilemap the tile is present on.</param>
      <param name="tileAnimationData">Data to run an animation on the tile.</param>
      <returns>
        <para>Whether the call was successful.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.Tilemaps.TileBase.GetTileData(UnityEngine.Vector3Int,UnityEngine.Tilemaps.ITilemap,UnityEngine.Tilemaps.TileData&amp;)">
      <summary>
        <para>Retrieves any tile rendering data from the scripted tile.</para>
      </summary>
      <param name="position">Position of the Tile on the Tilemap.</param>
      <param name="tilemap">The Tilemap the tile is present on.</param>
      <param name="tileData">Data to render the tile.</param>
      <returns>
        <para>Whether the call was successful.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.Tilemaps.TileBase.RefreshTile(UnityEngine.Vector3Int,UnityEngine.Tilemaps.ITilemap)">
      <summary>
        <para>This method is called when the tile is refreshed.</para>
      </summary>
      <param name="position">Position of the Tile on the Tilemap.</param>
      <param name="tilemap">The Tilemap the tile is present on.</param>
    </member>
    <member name="M:UnityEngine.Tilemaps.TileBase.StartUp(UnityEngine.Vector3Int,UnityEngine.Tilemaps.ITilemap,UnityEngine.GameObject)">
      <summary>
        <para>StartUp is called on the first frame of the running scene.</para>
      </summary>
      <param name="position">Position of the Tile on the Tilemap.</param>
      <param name="tilemap">The Tilemap the tile is present on.</param>
      <param name="go">The GameObject instantiated for the Tile.</param>
      <returns>
        <para>Whether the call was successful.</para>
      </returns>
    </member>
    <member name="T:UnityEngine.Tilemaps.TileData">
      <summary>
        <para>A Struct for the required data for rendering a Tile.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Tilemaps.TileData.color">
      <summary>
        <para>Color of the Tile.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Tilemaps.TileData.flags">
      <summary>
        <para>TileFlags of the Tile.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Tilemaps.TileData.gameObject">
      <summary>
        <para>GameObject of the Tile.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Tilemaps.TileData.sprite">
      <summary>
        <para>Sprite to be rendered at the Tile.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Tilemaps.TileData.transform">
      <summary>
        <para>Matrix4x4|Transform matrix of the Tile.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.Tilemaps.TileFlags">
      <summary>
        <para>Flags controlling behavior for the TileBase.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Tilemaps.TileFlags.InstantiateGameObjectRuntimeOnly">
      <summary>
        <para>TileBase does not instantiate its associated GameObject in editor mode and instantiates it only during play mode.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Tilemaps.TileFlags.LockAll">
      <summary>
        <para>All lock flags.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Tilemaps.TileFlags.LockColor">
      <summary>
        <para>TileBase locks any color set by brushes or the user.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Tilemaps.TileFlags.LockTransform">
      <summary>
        <para>TileBase locks any transform matrix set by brushes or the user.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Tilemaps.TileFlags.None">
      <summary>
        <para>No TileFlags are set.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.Tilemaps.Tilemap">
      <summary>
        <para>The tile map stores component.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Tilemaps.Tilemap.animationFrameRate">
      <summary>
        <para>The frame rate for all tile animations in the tile map.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Tilemaps.Tilemap.cellBounds">
      <summary>
        <para>Returns the boundaries of the Tilemap in cell size.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Tilemaps.Tilemap.color">
      <summary>
        <para>The color of the tile map layer.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Tilemaps.Tilemap.layoutGrid">
      <summary>
        <para>Gets the Grid associated with this tile map.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Tilemaps.Tilemap.layoutGrid">
      <summary>
        <para>Gets the Grid associated with this tile map.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Tilemaps.Tilemap.localBounds">
      <summary>
        <para>Returns the boundaries of the Tilemap in local space size.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Tilemaps.Tilemap.orientation">
      <summary>
        <para>Orientation of the tiles in the Tilemap.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Tilemaps.Tilemap.orientationMatrix">
      <summary>
        <para>Orientation Matrix of the orientation of the tiles in the Tilemap.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Tilemaps.Tilemap.origin">
      <summary>
        <para>The origin of the Tilemap in cell position.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Tilemaps.Tilemap.size">
      <summary>
        <para>The size of the Tilemap in cells.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Tilemaps.Tilemap.tileAnchor">
      <summary>
        <para>Gets the anchor point of tiles in the Tilemap.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.Tilemaps.Tilemap.AddTileFlags(UnityEngine.Vector3Int,UnityEngine.Tilemaps.TileFlags)">
      <summary>
        <para>Adds the TileFlags onto the Tile at the given position.</para>
      </summary>
      <param name="position">Position of the Tile on the Tilemap.</param>
      <param name="flags">TileFlags to add (with bitwise or) onto the flags provided by Tile.TileBase.</param>
    </member>
    <member name="M:UnityEngine.Tilemaps.Tilemap.BoxFill(UnityEngine.Vector3Int,UnityEngine.Tilemaps.TileBase,System.Int32,System.Int32,System.Int32,System.Int32)">
      <summary>
        <para>Does a box fill with the given. Starts from given coordinates and fills the limits from start to end (inclusive).</para>
      </summary>
      <param name="position">Position of the Tile on the Tilemap.</param>
      <param name="tile"> to place.</param>
      <param name="startX">The minimum X coordinate limit to fill to.</param>
      <param name="startY">The minimum Y coordinate limit to fill to.</param>
      <param name="endX">The maximum X coordinate limit to fill to.</param>
      <param name="endY">The maximum Y coordinate limit to fill to.</param>
    </member>
    <member name="M:UnityEngine.Tilemaps.Tilemap.ClearAllTiles">
      <summary>
        <para>Clears all tiles that are placed in the Tilemap.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.Tilemaps.Tilemap.CompressBounds">
      <summary>
        <para>Compresses the origin and size of the Tilemap to bounds where tiles exist.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.Tilemaps.Tilemap.ContainsTile(UnityEngine.Tilemaps.TileBase)">
      <summary>
        <para>Returns true if the Tilemap contains the given. Returns false if not.</para>
      </summary>
      <param name="tileAsset">Tile to check.</param>
      <returns>
        <para>Whether the Tilemap contains the tile.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.Tilemaps.Tilemap.FloodFill(UnityEngine.Vector3Int,UnityEngine.Tilemaps.TileBase)">
      <summary>
        <para>Does a flood fill with the given starting from the given coordinates.</para>
      </summary>
      <param name="position">Start position of the flood fill on the Tilemap.</param>
      <param name="tile"> to place.</param>
    </member>
    <member name="M:UnityEngine.Tilemaps.Tilemap.GetCellCenterLocal(UnityEngine.Vector3Int)">
      <summary>
        <para>Get the logical center coordinate of a grid cell in local space.</para>
      </summary>
      <param name="position">Grid cell position.</param>
      <returns>
        <para>Center of the cell transformed into local space coordinates.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.Tilemaps.Tilemap.GetCellCenterWorld(UnityEngine.Vector3Int)">
      <summary>
        <para>Get the logical center coordinate of a grid cell in world space.</para>
      </summary>
      <param name="position">Grid cell position.</param>
      <returns>
        <para>Center of the cell transformed into world space coordinates.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.Tilemaps.Tilemap.GetColliderType(UnityEngine.Vector3Int)">
      <summary>
        <para>Gets the collider type of a.</para>
      </summary>
      <param name="position">Position of the Tile on the Tilemap.</param>
      <returns>
        <para>Collider type of the at the XY coordinate.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.Tilemaps.Tilemap.GetColor(UnityEngine.Vector3Int)">
      <summary>
        <para>Gets the color of a.</para>
      </summary>
      <param name="position">Position of the Tile on the Tilemap.</param>
      <returns>
        <para>Color of the at the XY coordinate.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.Tilemaps.Tilemap.GetInstantiatedObject(UnityEngine.Vector3Int)">
      <summary>
        <para>Gets the.</para>
      </summary>
      <param name="position">Position of the Tile on the Tilemap.</param>
      <returns>
        <para>GameObject instantiated by the Tile at the position.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.Tilemaps.Tilemap.GetSprite(UnityEngine.Vector3Int)">
      <summary>
        <para>Gets the.</para>
      </summary>
      <param name="position">Position of the Tile on the Tilemap.</param>
      <returns>
        <para>Sprite at the XY coordinate.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.Tilemaps.Tilemap.GetTile(UnityEngine.Vector3Int)">
      <summary>
        <para>Gets the.</para>
      </summary>
      <param name="position">Position of the Tile on the Tilemap.</param>
      <returns>
        <para>Tilemaps.TileBase placed at the cell.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.Tilemaps.Tilemap.GetTile(UnityEngine.Vector3Int)">
      <summary>
        <para>Gets the.</para>
      </summary>
      <param name="position">Position of the Tile on the Tilemap.</param>
      <returns>
        <para>Tilemaps.TileBase|Tile of type T placed at the cell.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.Tilemaps.Tilemap.GetTileFlags(UnityEngine.Vector3Int)">
      <summary>
        <para>Gets the TileFlags of the Tile at the given position.</para>
      </summary>
      <param name="position">Position of the Tile on the Tilemap.</param>
      <returns>
        <para>TileFlags from the Tile.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.Tilemaps.Tilemap.GetTilesBlock(UnityEngine.BoundsInt)">
      <summary>
        <para>Retrieves an array of tiles with the given bounds.</para>
      </summary>
      <param name="bounds">Bounds to retrieve from.</param>
      <returns>
        <para>An array of at the given bounds.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.Tilemaps.Tilemap.GetTransformMatrix(UnityEngine.Vector3Int)">
      <summary>
        <para>Gets the transform matrix of a.</para>
      </summary>
      <param name="position">Position of the Tile on the Tilemap.</param>
      <returns>
        <para>The transform matrix.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.Tilemaps.Tilemap.GetUsedTilesCount">
      <summary>
        <para>Get the total number of different.</para>
      </summary>
      <returns>
        <para>The total number of different.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.Tilemaps.Tilemap.GetUsedTilesNonAlloc(UnityEngine.Tilemaps.TileBase[])">
      <summary>
        <para>Fills the given array with the total number of different and returns the number of tiles filled.</para>
      </summary>
      <param name="usedTiles">The array to be filled.</param>
      <returns>
        <para>The number of tiles filled.</para>
      </returns>
    </member>
    <member name="M:UnityEngine.Tilemaps.Tilemap.HasTile(UnityEngine.Vector3Int)">
      <summary>
        <para>Returns whether there is a tile at the position.</para>
      </summary>
      <param name="position">Position to check.</param>
      <returns>
        <para>True if there is a tile at the position. False if not.</para>
      </returns>
    </member>
    <member name="T:UnityEngine.Tilemaps.Tilemap.Orientation">
      <summary>
        <para>Determines the orientation of.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Tilemaps.Tilemap.Orientation.Custom">
      <summary>
        <para>Use a custom orientation to all tiles in the tile map.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Tilemaps.Tilemap.Orientation.XY">
      <summary>
        <para>Orients tiles in the XY plane.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Tilemaps.Tilemap.Orientation.XZ">
      <summary>
        <para>Orients tiles in the XZ plane.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Tilemaps.Tilemap.Orientation.YX">
      <summary>
        <para>Orients tiles in the YX plane.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Tilemaps.Tilemap.Orientation.YZ">
      <summary>
        <para>Orients tiles in the YZ plane.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Tilemaps.Tilemap.Orientation.ZX">
      <summary>
        <para>Orients tiles in the ZX plane.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Tilemaps.Tilemap.Orientation.ZY">
      <summary>
        <para>Orients tiles in the ZY plane.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.Tilemaps.Tilemap.RefreshAllTiles">
      <summary>
        <para>Refreshes all. The tile map will retrieve the rendering data, animation data and other data for all tiles and update all relevant components.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.Tilemaps.Tilemap.RefreshTile(UnityEngine.Vector3Int)">
      <summary>
        <para>Refreshes a.</para>
      </summary>
      <param name="position">Position of the Tile on the Tilemap.</param>
    </member>
    <member name="M:UnityEngine.Tilemaps.Tilemap.RemoveTileFlags(UnityEngine.Vector3Int,UnityEngine.Tilemaps.TileFlags)">
      <summary>
        <para>Removes the TileFlags onto the Tile at the given position.</para>
      </summary>
      <param name="position">Position of the Tile on the Tilemap.</param>
      <param name="flags">TileFlags to remove from the Tile.</param>
    </member>
    <member name="M:UnityEngine.Tilemaps.Tilemap.ResizeBounds">
      <summary>
        <para>Resizes tiles in the Tilemap to bounds defined by origin and size.</para>
      </summary>
    </member>
    <member name="M:UnityEngine.Tilemaps.Tilemap.SetColliderType(UnityEngine.Vector3Int,UnityEngine.Tilemaps.Tile/ColliderType)">
      <summary>
        <para>Sets the collider type of a.</para>
      </summary>
      <param name="position">Position of the Tile on the Tilemap.</param>
      <param name="colliderType">Collider type to set the to at the XYZ coordinate.</param>
    </member>
    <member name="M:UnityEngine.Tilemaps.Tilemap.SetColor(UnityEngine.Vector3Int,UnityEngine.Color)">
      <summary>
        <para>Sets the color of a.</para>
      </summary>
      <param name="position">Position of the Tile on the Tilemap.</param>
      <param name="color">Color to set the to at the XY coordinate.</param>
    </member>
    <member name="M:UnityEngine.Tilemaps.Tilemap.SetTile(UnityEngine.Vector3Int,UnityEngine.Tilemaps.TileBase)">
      <summary>
        <para>Sets a.</para>
      </summary>
      <param name="position">Position of the Tile on the Tilemap.</param>
      <param name="tile"> to be placed the cell.</param>
    </member>
    <member name="M:UnityEngine.Tilemaps.Tilemap.SetTileFlags(UnityEngine.Vector3Int,UnityEngine.Tilemaps.TileFlags)">
      <summary>
        <para>Sets the TileFlags onto the Tile at the given position.</para>
      </summary>
      <param name="position">Position of the Tile on the Tilemap.</param>
      <param name="flags">TileFlags to add onto the Tile.</param>
    </member>
    <member name="M:UnityEngine.Tilemaps.Tilemap.SetTiles(UnityEngine.Vector3Int[],UnityEngine.Tilemaps.TileBase[])">
      <summary>
        <para>Sets an array of.</para>
      </summary>
      <param name="positionArray">An array of positions of Tiles on the Tilemap.</param>
      <param name="tileArray">An array of to be placed.</param>
    </member>
    <member name="M:UnityEngine.Tilemaps.Tilemap.SetTilesBlock(UnityEngine.BoundsInt,UnityEngine.Tilemaps.TileBase[])">
      <summary>
        <para>Fills bounds with array of tiles.</para>
      </summary>
      <param name="position">Bounds to be filled.</param>
      <param name="tileArray">An array of to be placed.</param>
    </member>
    <member name="M:UnityEngine.Tilemaps.Tilemap.SetTransformMatrix(UnityEngine.Vector3Int,UnityEngine.Matrix4x4)">
      <summary>
        <para>Sets the transform matrix of a tile given the XYZ coordinates of a cell in the.</para>
      </summary>
      <param name="position">Position of the Tile on the Tilemap.</param>
      <param name="transform">The transform matrix.</param>
    </member>
    <member name="M:UnityEngine.Tilemaps.Tilemap.SwapTile(UnityEngine.Tilemaps.TileBase,UnityEngine.Tilemaps.TileBase)">
      <summary>
        <para>Swaps all existing tiles of changeTile to newTile and refreshes all the swapped tiles.</para>
      </summary>
      <param name="changeTile">Tile to swap.</param>
      <param name="newTile">Tile to swap to.</param>
    </member>
    <member name="T:UnityEngine.Tilemaps.TilemapCollider2D">
      <summary>
        <para>Collider for 2D physics representing shapes defined by the corresponding Tilemap.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.Tilemaps.TilemapRenderer">
      <summary>
        <para>The tile map renderer is used to render the tile map marked out by a component.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Tilemaps.TilemapRenderer.chunkSize">
      <summary>
        <para>Size in number of tiles of each chunk created by the TilemapRenderer.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Tilemaps.TilemapRenderer.maskInteraction">
      <summary>
        <para>Specifies how the Tilemap interacts with the masks.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Tilemaps.TilemapRenderer.maxChunkCount">
      <summary>
        <para>Maximum number of chunks the TilemapRenderer caches in memory.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Tilemaps.TilemapRenderer.maxFrameAge">
      <summary>
        <para>Maximum number of frames the TilemapRenderer keeps unused chunks in memory.</para>
      </summary>
    </member>
    <member name="P:UnityEngine.Tilemaps.TilemapRenderer.sortOrder">
      <summary>
        <para>Active sort order for the TilemapRenderer.</para>
      </summary>
    </member>
    <member name="T:UnityEngine.Tilemaps.TilemapRenderer.SortOrder">
      <summary>
        <para>Sort order for all tiles rendered by the TilemapRenderer.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Tilemaps.TilemapRenderer.SortOrder.BottomLeft">
      <summary>
        <para>Sorts tiles for rendering starting from the tile with the lowest X and the lowest Y cell positions.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Tilemaps.TilemapRenderer.SortOrder.BottomRight">
      <summary>
        <para>Sorts tiles for rendering starting from the tile with the highest X and the lowest Y cell positions.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Tilemaps.TilemapRenderer.SortOrder.TopLeft">
      <summary>
        <para>Sorts tiles for rendering starting from the tile with the lowest X and the highest Y cell positions.</para>
      </summary>
    </member>
    <member name="F:UnityEngine.Tilemaps.TilemapRenderer.SortOrder.TopRight">
      <summary>
        <para>Sorts tiles for rendering starting from the tile with the highest X and the lowest Y cell positions.</para>
      </summary>
    </member>
  </members>
</doc>
