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This would help immensely with the development of sandbox games and implementing light bleeding |
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Have you seen Custom Data Layers (API and example)? |
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Proposal: Could each tile in TileMapLayer store different runtime data instead of having to set the same type of tile in TileSet to have the same data?
Application scenario: In some cases I just want to store some very simple data. For example I want a float to record the life of each tile so I can further process it based on it. I am not sure if this is a common problem so I just create a discussion.
Detailed description:
First of all, there are some trouble to store data in scene tiles, which be discussed in #4833 and #11687. I don't think that's the right way to handle this scenario.
Secondly, of course you can store data yourself, but it is more troublesome to make data storage that perfectly matches the working process of TileMapLayer.
However, I think it may be simple to integrate with TileMapLayer, because I can create another layer of TileMapLayer to store integers or enums at fields like source_id.
But I can't do that for floats, and I think there should be no difference between storing a float and storing a integer like source_id. I don't know the implementation of godot, but it feels that way from the perspective of an common programmer.
so can we add this to TileMapLayer, or as a new type(maybe TileMapDataLayer), instead of storing data such as the source_id of each tile, but storing custom runtime data?
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