Example #1
0
    public Level Build(TileMapAsset level)
    {
        GameObject root = new GameObject(level.m_mapName);
        Level levelRoot = root.AddComponent<Level>();

        int numLayers = level.Layers.Count;
        levelRoot.InitLayers(numLayers);
        for (int i = 0; i < numLayers; ++i)
        {
            levelRoot.SetLayerAt(i,level.Layers[i].Build());
        }

        return levelRoot;
    }
	/// <summary>
	/// </summary>
	TileMapAsset[] CreateTileList() {

		// Create a new array with the same size as the assets array
		TileMapAsset[] tiles = new TileMapAsset[assets.arraySize];
		int nIdx = 0;

		// Now, copy each element of the assets array to this new array
		foreach(SerializedProperty asset in assets) {

			tiles[nIdx] = new TileMapAsset();

			tiles[nIdx].symbol = asset.FindPropertyRelative("symbol").stringValue;
			tiles[nIdx].prefab = (GameObject)asset.FindPropertyRelative("prefab").objectReferenceValue;

			nIdx++;
		}

		return tiles;
	}
Example #3
0
 public void BuildLevel(TileMapAsset level)
 {
     DestroyLevel();
     m_levelRoot = builder.Build(level);
 }