// Use this for initialization void Start() { SerializableDungeon Dungeon = new SerializableDungeon(); Dungeon.ReadFromXML(DungeonInfo.Singleton.FileName); Vector3 vecPos = new Vector3(); Debug.Log(DungeonInfo.Singleton.FileName); foreach (SerializableChunk Chunk in Dungeon.Chunks) { if (Chunk == null) continue; CMapChunk CurrChunk = MapChunks[Chunk.ID]; vecPos = Chunk.Position; GameObject Obj = Instantiate(CurrChunk, vecPos, Quaternion.identity) as GameObject; } }
void OnWizardCreate() { if (Name == string.Empty) return; if (FileName == string.Empty) return; //Load from xml SerializableDungeon Dungeon = new SerializableDungeon(); Dungeon.ReadFromXML(FileName); //At first delete dungeon obj if one is created already GameObject DungeonObj = GameObject.Find(Name); if(DungeonObj != null) { GameObject.DestroyImmediate(DungeonObj); } DungeonObj = new GameObject(Name); DungeonInfo.Singleton.CreateChunks(Dungeon.Width, Dungeon.Height); int currId = 0; Debug.Log(Dungeon); for(int x = 0; x < Dungeon.Width; ++x) { for(int y = 0; y < Dungeon.Height; ++y) { SerializableChunk Chunk = Dungeon.Chunks[currId]; if(Chunk == null) continue; Object Obj = BaseChunks[Chunk.ID]; GameObject MapChunk = Instantiate(Obj, Chunk.Position, Quaternion.identity) as GameObject; MapChunk.transform.parent = DungeonObj.transform; DungeonInfo.Singleton.Chunks[x, y] = MapChunk; ++currId; } } /* foreach(SerializableChunk Chunk in Dungeon.Chunks) { if(Chunk == null) continue; Object Obj = BaseChunks[Chunk.ID]; GameObject MapChunk = Instantiate(Obj, Chunk.Position, Quaternion.identity) as GameObject; MapChunk.transform.parent = DungeonObj.transform; for(int i = 0; i < MapChunk.transform.childCount; ++i) { //Transform Child = MapChunk.transform.GetChild(i); //Child.name = string.Format("{0}_{1}_{2}", MapChunk.name, Child.name, i.ToString()); } } */ }