public IEnumerator AddLayers() { for (int i = 0; i < dataLevel.LayerCount(); i++) { yield return(AddLayer(i)); } improvement = CreateNewLayer32("Improvement", dataLevel.LayerCount()); overlay = CreateNewLayer("overlay", dataLevel.LayerCount() + 1); overlay.GetComponent <TilemapRenderer>().sortingLayerName = "Overlay"; yield return(AddBorder()); }
public void Generate(GameMapDataLevel gmdl) { int height = GameMgmt.Get().data.map.height; DataTerrain invisible = L.b.terrains["invisible"]; GameMapDataLevel std = GameMgmt.Get().data.map.levels[GameMgmt.Get().data.map.standard]; Debug.Log($"Generate layer {mapGeneration.Name()}:{GameMgmt.Get().data.map.width}/{height}"); for (int layer = 0; layer < std.LayerCount(); layer++) { int[][] layerData = new int[height][]; for (int y = 0; y < height; y++) { layerData[height - y - 1] = new int[GameMgmt.Get().data.map.width]; for (int x = 0; x < GameMgmt.Get().data.map.width; x++) { CreateTile(std, x, y, layer, layerData, height, invisible); } } gmdl.AddLayer(layerData); } }