コード例 #1
0
    private void Awake()
    {
        // Find the tilemap game object and cache the behaviour.
        m_tileMap = GameObject.Find("TileMap").GetComponent <TileMapBehaviour>();
        if (m_tileMap == null)
        {
            Debug.LogError("TileMapBehaviour not found");
            return;
        }

        // Rather than hardcode the resolution of a tile, use the size of the first sprite.
        var tileSheet = m_tileMap.TileSheet;

        if (tileSheet.Count == 0)
        {
            Debug.LogError("Add some sprites before running the game");
            return;
        }
        var spriteSize = tileSheet.Get(0).rect;

        // Define and apply the settings for the tilemap.
        var settings = new TileMeshSettings(SizeX, SizeY, (int)spriteSize.width);

        m_tileMap.MeshSettings = settings;

        // Map type of tile to sprite
        m_tiles = new TileEnumMapper <TileType>(m_tileMap);
        m_tiles.Map(TileType.Wall, "Wall2");
        m_tiles.Map(TileType.Floor, "Floor");
        m_tiles.Map(TileType.StairsUp, "StairsUp");
        m_tiles.Map(TileType.StairsDown, "StairsDown");
    }
コード例 #2
0
    private void Awake()
    {
        // Find the tilemap game object and cache the behaviour.
        m_tileMap = GameObject.Find("TileMap").GetComponent<TileMapBehaviour>();
        if (m_tileMap == null)
        {
            Debug.LogError("TileMapBehaviour not found");
            return;
        }

        // Rather than hardcode the resolution of a tile, use the size of the first sprite.
        var tileSheet = m_tileMap.TileSheet;
        if (tileSheet.Count == 0)
        {
            Debug.LogError("Add some sprites before running the game");
            return;
        }
        var spriteSize = tileSheet.Get(0).rect;

        // Define and apply the settings for the tilemap.
        var settings = new TileMeshSettings(SizeX, SizeY, (int)spriteSize.width);
        m_tileMap.MeshSettings = settings;

        // Map type of tile to sprite
        m_tiles = new TileEnumMapper<TileType>(m_tileMap);
        m_tiles.Map(TileType.Wall, "Wall2");
        m_tiles.Map(TileType.Floor, "Floor");
        m_tiles.Map(TileType.StairsUp, "StairsUp");
        m_tiles.Map(TileType.StairsDown, "StairsDown");
    }
コード例 #3
0
ファイル: Level.cs プロジェクト: DarkXenoShark/AI-ICA2-RTS
	[UsedImplicitly] private void Awake ()
	{
        self = this;

		// Parse and load a map into cache.
		FileParser.LoadFromFile (_map);
		// Find the tilemap game object and cache the behaviour.
		_tileMap = GameObject.Find ("TileMap").GetComponent<TileMap>();

		if (_tileMap == null)
		{
			Debug.LogError ("TileMapBehaviour not found.");
			return;
		}

		TileSheet tileSheet = _tileMap.TileSheet;

		if (tileSheet.Count == 0)
		{
			Debug.LogError ("Add some sprites before running the game.");
			return;
		}

		Sprite sprite = tileSheet.Get (1);
		_tileMap.MeshSettings = new TileMeshSettings (new IVector2 (FileParser.Width, FileParser.Height), (int)sprite.rect.width);

		// Map type of tile to sprite
		_tiles = new TileEnumMapper<TileType> (_tileMap);
		_tiles.Map (TileType.OUT_BOUNDS, "OutOfBound");
		_tiles.Map (TileType.GRASS, "NormalGrass");
		_tiles.Map (TileType.SWAMP, "SwampGrass");
		_tiles.Map (TileType.WATER, "ShallowWater");
	}
コード例 #4
0
ファイル: LevelBehaviour.cs プロジェクト: CatNigiri/Keen
    private void Awake()
    {
 
	 // Find the tilemap game object and cache the behaviour.
        m_tileMap = GameObject.Find("TileMap").GetComponent<TileMapBehaviour>();
        if (m_tileMap == null)
        {
            Debug.LogError("TileMapBehaviour not found");
            return;
        }

	   itens = GameObject.Find("Itens");
		
		if (itens == null)
		{
			Debug.LogError("itens not found");
			return;
		}

		blocks = GameObject.Find("Blocks");
		
		if (blocks == null)
		{
			Debug.LogError("blocks not found");
			return;
		}

		mapPrefab= GameObject.Find("Map");
		
		if (mapPrefab == null)
		{
			Debug.LogError("Map not found");
			return;
		}


		enemies = GameObject.Find ("Enemies");

		if (enemies == null)
		{
			Debug.LogError("Enemies not found");
			return;
		}

 
		tmx_map = GameObject.Find ("TMX - MAP");
		
		if (enemies == null)
		{
			Debug.LogError("tmx map not found");
			return;
		}
		
		// Rather than hardcode the resolution of a tile, use the size of the first sprite.
        var tileSheet = m_tileMap.TileSheet;
        if (tileSheet.Count == 0)
        {
            Debug.LogError("Add some sprites before running the game");
            return;
        }
        var spriteSize = tileSheet.Get(0).rect;

        // Define and apply the settings for the tilemap.
        var settings = new TileMeshSettings(SizeX, SizeY, (int)spriteSize.width);
        m_tileMap.MeshSettings = settings;

        // Map type of tile to sprite
        m_tiles = new TileEnumMapper<TileType>(m_tileMap);
        m_tiles.Map(TileType.Wall, "Wall2");
        m_tiles.Map(TileType.Floor, "Floor");
		m_tiles.Map(TileType.Totem, "Totem");
		m_tiles.Map(TileType.Totem1, "Totem1");
		m_tiles.Map(TileType.Totem2, "Totem2");
		m_tiles.Map(TileType.ALWAYS_CLOSED_DOOR, "ALWAYS_CLOSED_DOOR");
		m_tiles.Map(TileType.ALWAYS_OPEN_DOOR, "ALWAYS_OPEN_DOOR");
		m_tiles.Map(TileType.LOCALLY_CLOSED_DOOR, "LOCALLY_CLOSED_DOOR");
		m_tiles.Map(TileType.KEY_RECQUIRING_DOOR, "KEY_RECQUIRING_DOOR");
		m_tiles.Map(TileType.GEM, "GEM");
		m_tiles.Map(TileType.BIG_CRYSTAL, "BIG_CRYSTAL");
		m_tiles.Map(TileType.SMALL_CRYSTAL, "SMALL_CRYSTAL");
		m_tiles.Map(TileType.CLIPPING, "CLIPPING"); 
		m_tiles.Map(TileType.ONE_HP_REFILL, "ONE_HP_REFILL");
		m_tiles.Map(TileType.ENEMY_INSTANCE, "ENEMY_INSTANCE");	 
		m_tiles.Map(TileType.COLLECTIBLE_INSTANCE, "COLLECTIBLE_INSTANCE");
		m_tiles.Map(TileType.KEY, "KEY");
 
 
    }