Beispiel #1
0
    public void BuildTexture()
    {
        map = new DTileMapNew1(mapWidth, mapHeight, roomWidthMin, roomWidthMax, roomHeightMin, roomHeightMax, numRooms, maxFails);

        int       texWidth  = mapWidth * tileResolution;
        int       texHeight = mapHeight * tileResolution;
        Texture2D texture   = new Texture2D(texWidth, texHeight);

        Color[][] tiles = ChopUpTiles();

        for (int y = 0; y < mapHeight; y++)
        {
            for (int x = 0; x < mapWidth; x++)
            {
                Color[] p = tiles[map.GetTileAt(x, y).getGraphicID()];
                texture.SetPixels(x * tileResolution, y * tileResolution, tileResolution, tileResolution, p);
            }
        }

        texture.filterMode = FilterMode.Point;
        texture.wrapMode   = TextureWrapMode.Clamp;
        texture.Apply();

        MeshRenderer mesh_renderer = GetComponent <MeshRenderer>();

        mesh_renderer.sharedMaterials[0].mainTexture = texture;

        Debug.Log("Done Texture!");
    }
Beispiel #2
0
    //MovementStack stack;

    //Prioritize most reecently pressed invalid movement when valid
    //If key down, If valid, place at top of stack with priority 2
    //If key down, If invalid, place at top of stack with priority 1
    //If key up, remove from stack


    void Start()
    {
        DMap = TMap.map;
        pos  = transform.position;
        tr   = transform;
        xPos = (int)Mathf.Floor(pos.x);
        yPos = (int)Mathf.Floor(pos.z) + 60;
        Debug.Log(xPos + " " + yPos);
        //stack = new MovementStack();
    }