private void TryBuildSimpleBgColor()
        {
            if (!_importer.CreateBackgroundColor)
            {
                return;
            }

            SpriteRenderer renderer = CreateGameObject("_BgColor");

            renderer.sprite = LDtkResourcesLoader.LoadDefaultTileSprite();
            renderer.color  = _level.UnityBgColor;

            _layerSortingOrder.Next();
            renderer.sortingOrder = _layerSortingOrder.SortingOrderValue;

            ManipulateColorTransform(renderer.transform);
        }
Beispiel #2
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        public Tilemap GetAppropriatelyLayeredTilemap(Vector2Int pos)
        {
            int layer = GetTilemapLayerToBuildOn(pos);

            //Debug.Log($"Trying to get tilemap for tile {pos}, got {layer}");


            if (_tilemaps.ContainsKey(layer))
            {
                return(_tilemaps[layer]);
            }

            _sortingOrder.Next();

            Tilemap tilemap = _tilemapGetter.Invoke();

            _tilemaps.Add(layer, tilemap);
            return(tilemap);
        }
Beispiel #3
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        /// <returns>
        /// The sliced sprite result of the backdrop.
        /// </returns>
        public void BuildBackground()
        {
            //if no path defined, then no background was set
            if (string.IsNullOrEmpty(_level.BgRelPath))
            {
                return;
            }

            LDtkRelativeGetterLevelBackground getter = new LDtkRelativeGetterLevelBackground();

            _texture = getter.GetRelativeAsset(_level, _importer.assetPath);

            if (_texture == null)
            {
                Debug.LogError("null Sprite");
                return;
            }

            Sprite sprite = GetSprite();

            if (sprite == null)
            {
                Debug.LogError("Sprite null");
                return;
            }

            SpriteRenderer renderer = CreateGameObject();

            renderer.sprite = sprite;

            _layerSortingOrder.Next();
            renderer.sortingOrder = _layerSortingOrder.SortingOrderValue;

            ManipulateTransform(renderer.transform);

            _importer.AddBackgroundArtifact(sprite);
        }