Ejemplo n.º 1
0
        private void Start()
        {
            // Let's keep the size between 8x8 and 96x96.
            // If the mesh get too large, Unity will complain.
            // And I dont feel like committing time to make
            // submeshes out of this.
            width = Mathf.Clamp(width, 8, 96);
            height = Mathf.Clamp(height, 8, 96);

            world = new AsciiWorld();
            world.AddLevel("Sunny Valley", AsciiTilemapUtil.Procedural(width, height));
            world.AddLevel("Rockslide", AsciiTilemapUtil.Procedural(width, height));
            world.AddLevel("Riverful", AsciiTilemapUtil.Procedural(width, height));
            world.OnLevelLoaded += LevelLoaded;

            BridgeTileConverter converter = BuildTileConverter();
            SpriteTilemap sprites = new BridgeTilemap(world, converter);
            builder = new SpriteMeshBuilder(sprites);

            world.Load("Riverful");
        }
Ejemplo n.º 2
0
        private void Start()
        {
            // Let's keep the size between 8x8 and 96x96.
            // If the mesh get too large, Unity will complain.
            // And I dont feel like committing time to make
            // submeshes out of this.
            width = Mathf.Clamp(width, 8, 96);
            height = Mathf.Clamp(height, 8, 96);

            AsciiTilemap characters = AsciiTilemapUtil.Procedural(width, height);
            BridgeTileConverter converter = BuildTileConverter();
            SpriteTilemap sprites = new BridgeTilemap(characters, converter);
            SpriteMeshBuilder builder = new SpriteMeshBuilder(sprites);
            spriteMesh = builder.BuildMesh();

            AddMeshRenderer(spriteMesh, spriteMaterial);
        }