public void BuildTexture() { map = new DTileMapNew1(mapWidth, mapHeight, roomWidthMin, roomWidthMax, roomHeightMin, roomHeightMax, numRooms, maxFails); int texWidth = mapWidth * tileResolution; int texHeight = mapHeight * tileResolution; Texture2D texture = new Texture2D(texWidth, texHeight); Color[][] tiles = ChopUpTiles(); for (int y = 0; y < mapHeight; y++) { for (int x = 0; x < mapWidth; x++) { Color[] p = tiles[map.GetTileAt(x, y).getGraphicID()]; texture.SetPixels(x * tileResolution, y * tileResolution, tileResolution, tileResolution, p); } } texture.filterMode = FilterMode.Point; texture.wrapMode = TextureWrapMode.Clamp; texture.Apply(); MeshRenderer mesh_renderer = GetComponent <MeshRenderer>(); mesh_renderer.sharedMaterials[0].mainTexture = texture; Debug.Log("Done Texture!"); }
//MovementStack stack; //Prioritize most reecently pressed invalid movement when valid //If key down, If valid, place at top of stack with priority 2 //If key down, If invalid, place at top of stack with priority 1 //If key up, remove from stack void Start() { DMap = TMap.map; pos = transform.position; tr = transform; xPos = (int)Mathf.Floor(pos.x); yPos = (int)Mathf.Floor(pos.z) + 60; Debug.Log(xPos + " " + yPos); //stack = new MovementStack(); }