public CTileMap(string aFileName) { loadLevelTMX(aFileName); // Create the empty tile. Used to be returned when accessing out of the array. mEmptyTile = new CTile(0, 0, 0, mTiles [AIR_INDEX], 4); mEmptyTile.setVisible(false); mEmptyTile.setWalkable(true); registerSingleton(); }
// Info con los items. //private CItemInfo mItemInfo; public CTileMap() { mTiles = new Sprite [NUM_TILES]; mTiles [0] = Resources.Load <Sprite> ("Sprites/tiles/tile000"); mTiles [1] = Resources.Load <Sprite> ("Sprites/tiles/tile001"); mTiles [2] = Resources.Load <Sprite> ("Sprites/tiles/tile002"); mTiles [3] = Resources.Load <Sprite> ("Sprites/tiles/tile003"); mTiles [4] = Resources.Load <Sprite> ("Sprites/tiles/tile004"); mTiles [5] = Resources.Load <Sprite> ("Sprites/tiles/tile005"); // TODO: CARGAR TODO JUNTO CON LOADALL. buildLevel(1); mEmptyTile = new CTile(0, 0, 0, mTiles [0]); mEmptyTile.setVisible(false); mEmptyTile.setWalkable(true); }
//Se cargan los sprites de los tiles //TODO hacer manager de assets public CTileMap() { mMapObject = new GameObject(); mMapObject.name = "Mapa"; mTiles = new Sprite[NUM_TILES]; mTiles[0] = Resources.Load <Sprite>("Sprites/tiles/tile000"); mTiles[1] = Resources.Load <Sprite>("Sprites/tiles/tile001"); //mTiles[2] = Resources.Load<Sprite>("Sprites/tiles/wall002"); /*mTiles[3] = Resources.Load<Sprite>("Sprites/tiles/tile003"); * mTiles[4] = Resources.Load<Sprite>("Sprites/tiles/tile004"); * mTiles[5] = Resources.Load<Sprite>("Sprites/tiles/tile005");*/ //TODO: Cargar todo junto con LOADALL buildLevel(1); mEmptyTile = new CTile(0, 0, 0, mTiles[0]); mEmptyTile.setVisible(false); mEmptyTile.setWalkable(true); }