private TileMapConfig32 CreateNewLayer32(string name, int order = 0) { TileMapConfig32 gml = Instantiate <TileMapConfig32>(prototypeMapLayer32, map.transform); gml.gameObject.name = name; gml.GetComponent <TilemapRenderer>().sortingOrder = order; //gml.level = levels.Count; return(gml); }
public IEnumerator AddLayers() { for (int i = 0; i < dataLevel.LayerCount(); i++) { yield return(AddLayer(i)); } improvement = CreateNewLayer32("Improvement", dataLevel.LayerCount()); overlay = CreateNewLayer("overlay", dataLevel.LayerCount() + 1); overlay.GetComponent <TilemapRenderer>().sortingLayerName = "Overlay"; yield return(AddBorder()); }