public void SetGrid(MovementTilemap tilemap, Grid <MovementTilemap.TilemapObject> grid) { this.grid = grid; UpdateHeatMapVisual(); grid.OnGridObjectChanged += Grid_OnGridValueChanged; tilemap.OnLoaded += Tilemap_OnLoaded; }
private void Awake() { Instance = this; int mapWidth = 60; int mapHeight = 60; float cellSize = 10f; Vector3 origin = new Vector3(0, 0); grid = new Grid <GridCombatSystem.GridObject>(mapWidth, mapHeight, cellSize, origin, (Grid <GridCombatSystem.GridObject> g, int x, int y) => new GridCombatSystem.GridObject(g, x, y)); gridPathfinding = new GridPathfinding(origin + new Vector3(1, 1) * cellSize * .5f, new Vector3(mapWidth, mapHeight) * cellSize, cellSize); gridPathfinding.RaycastWalkable(); movementTilemap = new MovementTilemap(mapWidth, mapHeight, cellSize, origin); }
private void Awake() { Instance = this; int mapWidth = 40; int mapHeight = 25; float cellSize = 10f; Vector3 origin = new Vector3(0, 0); grid = new Grid <GridCombatSystem.GridObject>(mapWidth, mapHeight, cellSize, origin, (Grid <GridCombatSystem.GridObject> g, int x, int y) => new GridCombatSystem.GridObject(g, x, y)); gridPathfinding = new GridPathfinding(origin + new Vector3(1, 1) * cellSize * .5f, new Vector3(mapWidth, mapHeight) * cellSize, cellSize); gridPathfinding.RaycastWalkable(); //gridPathfinding.PrintMap((Vector3 vec, Vector3 size, Color color) => World_Sprite.Create(vec, size, color)); movementTilemap = new MovementTilemap(mapWidth, mapHeight, cellSize, origin); }