private Transform PickNonOcuppiedBlock(ITerrainData sourceData) { int x; int y; do { x = Random.Range(0, 8); y = Random.Range(0, 8); }while (sourceData.GetTileTypeAt(x, y) == Tiles.Path || sourceData.GetTileTypeAt(x, y) == Tiles.Water); return(this.tileBlocks[x, y]); }
/// <summary> /// Instantiate all tiles. Must call generator.Initialize before using this function. /// This function will destroy any existing tileBlock GameObjects. /// </summary> /// <param name="sourceData"> /// The source Data. /// </param> private void InstantiateTiles(ITerrainData sourceData) { // Re instantiate all tiles for (var x = 0; x < TG.Dimension; x++) { for (var y = 0; y < TG.Dimension; y++) { Tiles tileType = sourceData.GetTileTypeAt(x, y); var instance = this.InstantiateTileAt(tileType, x, y); this.tileBlocks[x, y] = instance.transform; } } }