public LoadText ( string text, bool skipZero = true ) : void | ||
text | string | |
skipZero | bool | |
return | void |
virtual protected FNode createTilemap(XMLNode node) { XMLNode csvData = new XMLNode(); XMLNode properties = new XMLNode(); foreach (XMLNode child in node.children) { if (child.tagName == "data") { csvData = child; } else if (child.tagName == "properties") { properties = child; } } // make sure encoding is set to csv if (csvData.attributes["encoding"] != "csv") { Debug.Log("FTiledScene: Could not render layer data, encoding set to: " + csvData.attributes["encoding"]); return(null); } // remember name _layerNames.Add(node.attributes["name"]); // skipZero, if this is true all filled tiles will be drawn without clipping bool skipZero = false; // do stuff with properties foreach (XMLNode property in properties.children) { // check each property if (property.attributes["name"] == "skipZero") { skipZero = bool.Parse(property.attributes["value"]); } } // get text for csv data string csvText = csvData.value; string firstFrame = csvText.Substring(0, csvText.IndexOf(',')); int firstID = RemoveFrameFlags(uint.Parse(firstFrame)); // find name of tileset being used, assumes all tiles are from the same tileset string baseName = this.getTilesetNameForID(firstID); // create tilemap FTilemap tilemap = new FTilemap(baseName); if (!skipZero) { tilemap.clipToScreen = true; tilemap.clipNode = _clipNode; } tilemap.LoadText(csvText, skipZero); return(tilemap); }
protected virtual FNode createTilemap(XMLNode node) { XMLNode csvData = new XMLNode(); XMLNode properties = new XMLNode(); foreach (XMLNode child in node.children) { if (child.tagName == "data") { csvData = child; } else if (child.tagName == "properties") { properties = child; } } // make sure encoding is set to csv if (csvData.attributes["encoding"] != "csv") { Debug.Log ("FTiledScene: Could not render layer data, encoding set to: " + csvData.attributes["encoding"]); return null; } // remember name _layerNames.Add (node.attributes["name"]); // skipZero, if this is true all filled tiles will be drawn without clipping bool skipZero = false; // do stuff with properties foreach (XMLNode property in properties.children) { // check each property if (property.attributes["name"] == "skipZero") { skipZero = bool.Parse(property.attributes["value"]); } } // get text for csv data string csvText = csvData.value; string firstFrame = csvText.Substring( 0, csvText.IndexOf(',') ); int firstID = RemoveFrameFlags(uint.Parse(firstFrame)); // find name of tileset being used, assumes all tiles are from the same tileset string baseName = this.getTilesetNameForID(firstID); // create tilemap FTilemap tilemap = new FTilemap(baseName); if (!skipZero) { tilemap.clipToScreen = true; tilemap.clipNode = _clipNode; } tilemap.LoadText(csvText, skipZero); return tilemap; }