public World(Vector2I origin, Vector2I dimensions, CityMesh mesh, Texture2D texture = null) { this.Minimum = origin; this.Maximum = origin + dimensions - new Vector2I(1, 1); this.Mesh = mesh; this.CityLayer = new CityLayer(origin, dimensions, texture); this.DynamicLayer = new DynamicLayer(); }
public void switchCity(int i) { this.activeCityMesh = cityMeshes[i]; this.World = this.activeCityMesh.City; meshPosition.x = activeCityMesh.transform.position.x; meshPosition.y = activeCityMesh.transform.position.y; convertCoeff = activeCityMesh.scaleCoeff; bottomCoord.x = (meshPosition.x - 0.5f * convertCoeff * activeCityMesh.MeshWidth); bottomCoord.y = (meshPosition.y - 0.5f * convertCoeff * activeCityMesh.MeshHeight); topCoord.x = (meshPosition.x + 0.5f * convertCoeff * activeCityMesh.MeshWidth); topCoord.y = (meshPosition.y + 0.5f * convertCoeff * activeCityMesh.MeshHeight); }