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TileShape

namespace Griff.Scenes;
public enum TileShape

How a Tilemap’s cells are laid out; see Shape.

  • Square = 0: Squares in rows and columns.
  • Isometric = 1: Diamonds twice as wide as they’re tall, for an isometric view.
  • Hex = 2: Hexagons pointing up and down, a tile wide and tall, in rows three quarters of a tile apart with every odd row shifted half a tile right: for board games, strategy and tactics.