private void Start() { // Let's keep the size between 8x8 and 96x96. // If the mesh get too large, Unity will complain. // And I dont feel like committing time to make // submeshes out of this. width = Mathf.Clamp(width, 8, 96); height = Mathf.Clamp(height, 8, 96); world = new AsciiWorld(); world.AddLevel("Sunny Valley", AsciiTilemapUtil.Procedural(width, height)); world.AddLevel("Rockslide", AsciiTilemapUtil.Procedural(width, height)); world.AddLevel("Riverful", AsciiTilemapUtil.Procedural(width, height)); world.OnLevelLoaded += LevelLoaded; BridgeTileConverter converter = BuildTileConverter(); SpriteTilemap sprites = new BridgeTilemap(world, converter); builder = new SpriteMeshBuilder(sprites); world.Load("Riverful"); }
private void Start() { // Let's keep the size between 8x8 and 96x96. // If the mesh get too large, Unity will complain. // And I dont feel like committing time to make // submeshes out of this. width = Mathf.Clamp(width, 8, 96); height = Mathf.Clamp(height, 8, 96); AsciiTilemap characters = AsciiTilemapUtil.Procedural(width, height); BridgeTileConverter converter = BuildTileConverter(); SpriteTilemap sprites = new BridgeTilemap(characters, converter); SpriteMeshBuilder builder = new SpriteMeshBuilder(sprites); spriteMesh = builder.BuildMesh(); AddMeshRenderer(spriteMesh, spriteMaterial); }