private void PrintBoard() { GameObject go = Resources.Load <GameObject>(FilePath.TilePrefab); SavedDatabase <TileTypes> tiles = Globals.campaign.GetTileData().Tiles; int sizeX = baseMap.sizeX; int sizeY = baseMap.sizeY; pathfinding = new Pathfinding(sizeX, sizeY); for (int x = 0; x < sizeX; x++) { for (int y = 0; y < sizeY; y++) { // Heres where we'll probably adjust the height map stuff GameObject temp = Instantiate(go, transform); TileData data = new TileData(x, y); // Creating new tile types // We have to rework how maps are saved TileTypes types = tiles.GetCopy(baseMap.tileBoard[x, y]); Tile newTile = temp.GetComponent <Tile>(); temp.GetComponent <Tile>().InitTile(data, types); pathfinding.AddTile(newTile, x, y); temp.transform.position = Globals.GridToWorld(x, y); temp.GetComponent <SpriteRenderer>().sprite = atlas.GetSprite(types.spriteFilePath); temp.name = x + " " + y; } } pathfinding.PopulateNieghbors(); }
void GenerateBoard() { GameObject go = Resources.Load <GameObject>(FilePath.TilePrefab); SavedDatabase <TileTypes> tileDB = Globals.campaign.GetTileData().Tiles; int sizeX = currMap.sizeX; int sizeY = currMap.sizeY; pathfinding = new Pathfinding(sizeX, sizeY); EffectBoard = new TileEffectSprite[sizeX, sizeY]; for (int x = 0; x < sizeX; x++) { for (int y = 0; y < sizeY; y++) { //Heres where we'll probably adjust the height map stuff GameObject temp = Instantiate(go, transform); TileData data = new TileData(x, y); // maybe we should create a new board that will just replace the board in the current // map? TileTypes types = tileDB.GetCopy(currMap.tileBoard[x, y]); //currMap.tileBoard[x, y] = types; Tile newTile = temp.GetComponent <Tile>(); temp.GetComponent <Tile>().InitTile(data, types); pathfinding.AddTile(newTile, x, y); // temp.transform.position = Globals.HeightCorrectedPosition(pathfinding.tiles[x, y]); temp.transform.position = Globals.GridToWorld(x, y); temp.GetComponent <SpriteRenderer>().sprite = atlas.GetSprite(types.spriteFilePath); temp.name = x + " " + y; // we create a concection between the tile effects on the map and the } } if (currentMission.started == false) { foreach (Tuple <MapCoords, List <string> > key in currentMission.initTileEffects) { int x = key.ele1.X; int y = key.ele1.Y; List <TileEffect> effects = new List <TileEffect>(); foreach (string s in key.ele2) { effects.Add(Globals.campaign.GetTileData().Effects.GetCopy(s)); } pathfinding.tiles[x, y].tileEffects = effects; pathfinding.tiles[x, y].InitTileEffect(); pathfinding.tiles[x, y].InitTileEffectsVisuals(); pathfinding.tiles[x, y].ProcessEffectQueue(); } } pathfinding.PopulateNieghbors(); }