/// <summary> /// Copies to from individual room templates to shared tilemaps. /// </summary> /// <remarks> /// The order is important. First, copy all basic rooms and only then copy corridor rooms. /// </remarks> /// <param name="level"></param> public static void CopyTilesToSharedTilemaps(GeneratedLevel level) { PostProcessUtils.CopyTilesToSharedTilemaps(level); }
/// <summary> /// Disables colliders of individual room template tilemaps in the generated level. /// The goal is to try to keep triggers functioning. /// </summary> /// <param name="level"></param> public static void DisableRoomTemplateColliders(GeneratedLevel level) { PostProcessUtils.DisableRoomTemplatesColliders(level); }
/// <summary> /// Sets a given material to all shared tilemap layers. /// </summary> /// <param name="level"></param> /// <param name="tilemapMaterial"></param> public static void SetTilemapsMaterial(GeneratedLevel level, Material tilemapMaterial) { PostProcessUtils.SetTilemapsMaterial(level, tilemapMaterial); }
/// <summary> /// Runs the post-processing logic with a given generated level and corresponding level description. /// </summary> public virtual void Run(GeneratedLevel level, LevelDescription levelDescription) { }