private void CreateSpecialTile(DS1.Cell cell, int x, int y, Transform parent) { // debug visualization DT1.Tile tile; if (specialTiles.Sample(cell.tileIndex, out tile)) { var renderer = CreateTile(tile, x, y, parent: parent); renderer.gameObject.layer = UnityLayers.SpecialTiles; } if (info == null) { return; } if (cell.mainIndex < 8) { int targetLevelId = info.vis[cell.mainIndex]; int warpId = info.warp[cell.mainIndex]; var targetLevel = LevelInfo.Find(targetLevelId); var levelWarpInfo = LevelWarpInfo.Find(warpId); if (levelWarpInfo == null) { Debug.LogWarning("Warp info wasn't found"); return; } Warp.Create(x, y, levelWarpInfo, info, targetLevel, parent); } }
private void CreateSpecialTile(DS1.Cell cell, int x, int y, Transform parent) { // debug visualization if (specialTiles.Sample(cell.tileIndex, out var tile)) { WorldState.instance.Grid.PutSpecialTile(tile, x, y); } if (info == null) { return; } if (cell.mainIndex < 8) { int targetLevelId = info.vis[cell.mainIndex]; int warpId = info.warp[cell.mainIndex]; var targetLevel = LevelInfo.Find(targetLevelId); var levelWarpInfo = LevelWarpInfo.Find(warpId); if (levelWarpInfo == null) { Debug.LogWarning("Warp info wasn't found"); return; } Warp.Create(x, y, levelWarpInfo, info, targetLevel, parent); } }
private void FillGap(Vector2i offset, int x, int y, Transform root) { int offsetX = x * gridX; int offsetY = y * gridY; for (y = offsetY; y < offsetY + gridY; ++y) { for (x = offsetX; x < offsetX + gridX; ++x) { DT1.Tile tile; tileSampler.Sample(0, out tile); CreateTile(tile, offset.x + x, offset.y + y, parent: root); } } }
private void FillGap(Vector2i offset, int x, int y, Transform root) { UnityEngine.Profiling.Profiler.BeginSample("LevelBuilder.FillGap"); int offsetX = x * gridX; int offsetY = y * gridY; for (y = offsetY; y < offsetY + gridY; ++y) { for (x = offsetX; x < offsetX + gridX; ++x) { DT1.Tile tile; tileSampler.Sample(0, out tile); CreateTile(tile, offset.x + x, offset.y + y, parent: root); } } UnityEngine.Profiling.Profiler.EndSample(); }
private void FillGap(Vector2i offset, int x, int y, Transform root) { Profiler.BeginSample("LevelBuilder.FillGap"); int offsetX = x * gridX; int offsetY = y * gridY; for (y = offsetY; y < offsetY + gridY; ++y) { for (x = offsetX; x < offsetX + gridX; ++x) { if (tileSampler.Sample(0, out var tile)) { WorldState.instance.Grid.PutFloor(tile, offset.x + x, offset.y + y, 0); } } } Profiler.EndSample(); }