// Use this for initialization void Start() { space = new mSpace(0, 0, width - 1, height - 1); map = new Tree(space); map = map.splitmSpace(space, splitTime); tm = TileMapManager.Instance; tm.Initialize(width, height); //Debug.Log(tm.GetTile(1, 2)); //Tile test; //test = tm.GetTile(1, 2); //test.SetGroundInfo(EGround.Wall); Tree temp = map; drawPath(map, PathType.Wall); makeRoom(temp); drawSplitedSpace(temp); drawPath(map, PathType.Path); //drawPathBlock(map.root.mx, map.root.my); //Debug.Log(GetSpaceFromTree(map).root.x); }
void Start() { //Set the game managers instance to this so that we can access it statically GameManager.instance = this; //Initialise the item database ItemDatabase.LoadDatabase(); //Load the map prefab and initialize it var prefab = Resources.Load <GameObject>("Prefabs/TileMap"); var instance = Instantiate(prefab); MapView = instance.GetComponent <ITileMapObject>(); //create the map manager and pass it the map object MapManager = gameObject.AddComponent <TileMapManager>(); MapManager.Initialize(MapView); selectionPrefab = Resources.Load <GameObject>("Prefabs/SelectedObject"); //Initialize the starting state of the game StartGame(); }