private void ConnectLevels(ILevelConnector e) { DungeonLevel nextLevel; if (!ActiveLevels.Contains(e.NextLevelIndex, out nextLevel)) nextLevel = LoadLevel(e.NextLevelIndex, e.TargetTilePosition);//load level if necesarry e.NextLevelEnter = nextLevel.TilesPositions[e.TargetTilePosition];//TODO unolad level disconect UpdateVisibleTiles(); }
private void ConnectLevels(ILevelConnector e) { DungeonLevel nextLevel; if (!ActiveLevels.Contains(e.NextLevelIndex, out nextLevel)) { nextLevel = LoadLevel(e.NextLevelIndex, e.TargetTilePosition); //load level if necesarry } e.NextLevelEnter = nextLevel.TilesPositions[e.TargetTilePosition]; //TODO unolad level disconect UpdateVisibleTiles(); }