//public bool isCameraInBoundingRect = false; void Awake() { //Debug.Log("Map Awake " + GetInstanceID()); chunk = transform.root.gameObject; mapArrayGenerator = GetComponent <MapArrayGenerator>(); worldGeneratorScript = FindObjectOfType <WorldGeneratorScript>(); sceneryGenerators = GetComponents <SceneryGenerator>(); tilemapGenerator = GetComponent <TilemapGenerator>(); }
public override void OnInspectorGUI() { base.OnInspectorGUI(); if (GUILayout.Button("Generate Tilemaps")) { TilemapGenerator tilemapGenerator = (TilemapGenerator)target; tilemapGenerator.Generate(); } }
public void Init(IRandomNumberGenerator rng, TilemapGenerator tilemapGenerator, IWorldActorFiller worldActorFiller, IPositionFlagsResolver positionFlagsResolver, IExampleContextManager contextManager, IUiFacade uiFacade) { _rng = rng; _tilemapGenerator = tilemapGenerator; _worldActorFiller = worldActorFiller; _positionFlagsResolver = positionFlagsResolver; _contextManager = contextManager; _uiFacade = uiFacade; }
TilemapGenerator SpawnChunk(int depth, int tunnelWidth, int startX) { TilemapGenerator tilemap = Instantiate(generatorPrefab, transform); tilemap.transform.position = new Vector3(0f, -depth * (ChunkHeight - 1)); tilemap.Init(50, 100, 1, 3, 1, 30, 60); bool isSurface = (depth == 0); tilemap.GenerateTilemap(tunnelWidth, startX, isSurface); return(tilemap); }
private void Start() { if (dungeonData != null) { TilemapGenerator gen = GetComponent <TilemapGenerator>(); Vector2Int[] roomPositions = GenerateRoomPositions(); roomList = CreateRooms(roomPositions); gen.DrawDungeon(roomList); } else { Debug.LogError("No DungeonData found."); } }
public override void OnInspectorGUI() { TilemapGenerator tilemapGenerator = (TilemapGenerator)target; if (DrawDefaultInspector()) { if (tilemapGenerator.autoUpdate) { tilemapGenerator.GenerateLevel(); } } if (GUILayout.Button("Generate")) { tilemapGenerator.GenerateLevel(); } }
void Start() { //The width of the tunnel int width = 1; //Where the tunnel starts int startX = ChunkWidth / 2; for (int i = 0; i < 2; i++) { //Spawn it TilemapGenerator t = SpawnChunk(i, width, startX); //Set values width = t.TunnelWidth; startX = t.EndX; } Vector3 pos = new Vector3(ChunkWidth / 2 - 3f, 2f); player.position = pos; }
public void GenerateLevel() { TilemapGenerator Tilemap = new TilemapGenerator(map, tilemapSettings); }