private void SetTileToWorld(TileModel tile) { tile.InitPosition(tilePosition); tile.InitUnityWorldPosition(unityWorldPosition); GameModel.TileAddToMap(tile); Debug.Log(String.Format("Tile {0} Pos:[{1}][{2}] PosUnity:[{3}][{4}]", tile.TileType.ToString(), tilePosition.x, tilePosition.y, unityWorldPosition.x, unityWorldPosition.y)); dispatcher.Dispatch(RootEvents.E_TileGameObjectInit, tile); }
private void SetChestRandomPosition(Vector2 playerPos) { Vector2 tilePosition = new Vector2(((GameModel.Seed + 1) * GameModel.WorldSize.y / 2 * 100 + playerPos.x) % GameModel.WorldSize.x, ((GameModel.Seed + 1) * GameModel.WorldSize.x / 3 * 100 + playerPos.y) % GameModel.WorldSize.y); while (tilePosition == playerPos) { tilePosition *= playerPos.x; } tile.InitPosition(tilePosition); GameModel.TileAddToMap(tile); }