public World(ushort chunkSize, ushort drawDistance, Tile[] tiles, Vein[] veins, int seed, PlayerBehaviour playerPrefab) { UnityEngine.Random.InitState(seed); TileIdExtensions.World = this; // Order and verify databases. OrderTileDatabase(tiles); VerifyVeinDatabase(veins); player = GameObject.Instantiate(playerPrefab, Vector2.zero, Quaternion.identity); chunkGrid = new ChunkGrid(chunkSize, drawDistance, seed, veins); }
private void OnEnable() { m_isDeleteMode = false; m_clickedCoordinate = null; m_hoveredCoordinate = null; m_grid = target as ChunkGrid; m_serializedProperties = new SerializedProperties(serializedObject); m_setter = new SerializedPropertySetter(serializedObject); m_emptyNeighbourControlIDs.Clear(); foreach (Vector3Int coordinate in m_grid.UnoccupiedAxisAlignedNeighbourCoordinates) { m_emptyNeighbourControlIDs.Add(GUIUtility.GetControlID(FocusType.Passive), coordinate); } }