void InstantiateElements(MapInfo mapInfo) { for (int i = 0; i < mapInfo.tileMap.Count; i++) { MapRow mapRow = mapInfo.tileMap[i]; for (int j = 0; j < mapRow.tiles.Count; j++) { MapTile mapTile = mapRow.tiles[j]; GridCell cell = cells[i][j]; cell.tile = tileFactory.CreateNewTile(mapTile.tileType); // TODO: Esto lo necesitamos? cell.xPos = i; cell.yPos = j; // ----------- Vector2 gridPosition = new Vector2(i, j); Vector3 worldPosition = CalculateWorldPosition(gridPosition); cell.tile.transform.position = worldPosition; cell.tile.name = "tile" + i + "|" + j; cell.tile.resistance = mapTile.tileResist; cell.tile.X = i; cell.tile.Y = j; // If has actor if (mapTile.actorType >= 0) { Actor actor = actorFactory.CreateNewActor(mapTile.actorType); actor.name = "actor" + i + "|" + j; // Ultra hack, no hagan esto en casa chicxs Fire fire = actor as Fire; if (fire != null) { cell.tile.Fire = fire; } else { cell.tile.Actor = actor; } actor.transform.parent = cell.tile.transform; } } } SetNeighbors(cells); }