void Start() { loadConfigs(); Debug.Log("Loading GRF at " + configs["grf"] + "..."); FileManager.loadGrf(configs["grf"] as string); Debug.Log("GRF loaded, filetable contains " + FileManager.Grf.files.Count + " files."); Debug.Log("Building map list..."); MapSelector selector = new MapSelector(FileManager.Grf); selector.buildDropdown(mapDropdown); Debug.Log("Map list has " + selector.GetMapList().Count + " entries."); MapRenderer.SoundsMixerGroup = soundsMixerGroup; MapRenderer.WorldLight = worldLight; SPR spr = FileManager.Load("data/sprite/npc/4_bb_poring.spr") as SPR; GameObject obj = new GameObject(spr.filename); obj.AddComponent <SPRRenderer>().setSPR(spr, 0, 3); SPR spr2 = FileManager.Load("data/sprite/homun/lif_h.spr") as SPR; GameObject obj2 = new GameObject(spr2.filename); obj2.AddComponent <SPRRenderer>().setSPR(spr2, 0, 3); if (!string.IsNullOrEmpty(mapname)) { selector.ChangeMap(mapname); } }
private void BuildMapSelector() { Debug.Log("Building map list..."); MapSelector selector = new MapSelector(FileManager.Grf); selector.buildDropdown(mapDropdown); Debug.Log($"Map list has {selector.GetMapList().Count} entries."); // do we have a map to load on startup var preLoadMap = !string.IsNullOrEmpty(mapname); // there is a map to load on startup: load it if (preLoadMap) { selector.ChangeMap(mapname); } // if a map is pre loaded, do not display map selector on startup mapDropdown.gameObject.SetActive(!preLoadMap); }