Example #1
0
 public void GetWallTileMap(WallTileMap randomisedWallTileMap, GameObject originalWallTileMap)
 {
     foreach (WallTilemapIdentifier wallTileIdentifier in wallTileMapsArray)
     {
         if (wallTileIdentifier.wallTileMap == randomisedWallTileMap)
         {
             Debug.Log("The appropriate tilemap for walls has been found! It is: " + wallTileIdentifier);
             replacementWallTileMapsArray = wallTileIdentifier.thisTilemap.placeholderWallTiles;
             if (wallTileIdentifier.obligatoryTilemap != null)
             {
                 CreateObligatoryWallTileMap(wallTileIdentifier, originalWallTileMap);
             }
         }
     }
 }
    public void ReplaceWalls(int tilemapIdentifier)
    {
        // Debug.Log("ReplaceWalls has been reached");
        //   Debug.Log("The random number for walls is " + num);
        WallTileMap findThisWallTileMap = (WallTileMap)tilemapIdentifier;

        roomManager.GetComponent <TileReplacementManager>().GetWallTileMap(findThisWallTileMap, gameObject);
        //Now the instance should have the appropriate tiles
        replacementWallTiles = roomManager.GetComponent <TileReplacementManager>().replacementWallTileMapsArray;
        //Now this code should have the appropriate tiles
        for (int entryNumber = 0; entryNumber < replacementWallTiles.Length; entryNumber++) //I made a foreach loop here before to try to do the same thing and got an "array out of range" error
        {
            //  Debug.Log("Loop number: " + entryNumber);
            GetComponent <Tilemap>().SwapTile(WallTiles[entryNumber], replacementWallTiles[entryNumber]);
            GetComponent <Tilemap>().RefreshAllTiles();
        }
    }