/*
        Improvements :
            when max GenerationData.Height change is greater than one, we need to add colliders for the appropriate 'underneath' textures
        */

        public GenerationEngine(GameplayScreen levelScreen, string generationDataAsset)
        {
            LevelScreen = levelScreen;

            DebugUtils.AssertNotNull(generationDataAsset);
            GenerationData = AssetManager.GetData<LevelGenerationData>(generationDataAsset);
            DebugUtils.AssertNotNull(GenerationData);

            Texture2D tex = AssetManager.GetSprite(GenerationData.WalkableLayerMiddleTextureAsset);
            TileDimensions = new Vector2(tex.Width, tex.Height);

            LevelObjects = new UIObject[GenerationData.Height, GenerationData.Width];
        }
Beispiel #2
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 public LoadingScreen(GameplayScreen screenToTransitionTo, string screenDataAsset = "Screens\\LoadingScreen.xml") :
     base(screenDataAsset)
 {
     ScreenToTransitionTo = screenToTransitionTo;
     MusicQueueType       = QueueType.PlayImmediately;
 }
Beispiel #3
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 public LoadingScreen(GameplayScreen screenToTransitionTo, string screenDataAsset = "Content\\Data\\Screens\\LoadingScreen.xml") :
     base(screenDataAsset)
 {
     ScreenToTransitionTo = screenToTransitionTo;
 }