// Create Door, NPC public IEnumerator RefreshTileTrigger() { if (IsPlayMode) { TileChunkPoolNode.RefreshTileTrigger(); } yield break; }
public void RefreshTile(AutoTile autoTile) { if (autoTile == null) { return; } TileChunkPoolNode.MarkUpdatedTile(autoTile.TileX, autoTile.TileY, autoTile.Layer); }
public void CreateChunkLayersData() { if (MapLayers.Count > 0) { TileChunkPoolNode.InitLayers(); TileChunkPoolNode.UpdateLayersData(m_isPlayMode); } }
public void RefreshAllTiles() { TileChunkPoolNode.MarkUpdatedAllTile(); }