public void GenerateWorld(Pathfinder pathfinder, bool generateWhileInPlayMode, bool loadCostField) { Pathfinder = pathfinder; float startTime = Time.realtimeSinceStartup; TileManager.WorldData = MultiLevelSectorManager.WorldData = HierarchicalPathfinder.WorldData = IntegrationFieldManager.WorldData = FlowFieldManager.WorldData = this; MultiLevelSectorManager.LowLevel.Manager = MultiLevelSectorManager.HighLevel.Manager = MultiLevelSectorManager; WorldBuilder.GridWidth = (int)(Pathfinder.worldWidth / Pathfinder.tileSize); WorldBuilder.GridLength = (int)(Pathfinder.worldLength / Pathfinder.tileSize); WorldBuilder.GenerateWorld(this, generateWhileInPlayMode, loadCostField); WorldGenerated = true; float endTime = Time.realtimeSinceStartup; float timeElapsed = (endTime - startTime); Debug.Log("timeElapsed Generate World ms: " + (timeElapsed * 1000f)); }
public void GenerateWorld(Pathfinder _pathfinder, bool GenerateWhileInPlayMode, bool loadCostField) { pathfinder = _pathfinder; float startTime = Time.realtimeSinceStartup; tileManager.worldData = multiLevelSectorManager.worldData = hierachalPathfinder.worldData = intergrationFieldManager.worldData = flowFieldManager.worldData = this; multiLevelSectorManager.lowLevel.manager = multiLevelSectorManager.highLevel.manager = multiLevelSectorManager; worldPositionOffset = new Vector3(0, pathfinder.generationClimbHeight * 0.15f, 0); worldBuilder.gridWidth = (int)(pathfinder.worldWidth / pathfinder.tileSize); worldBuilder.gridLength = (int)(pathfinder.worldLength / pathfinder.tileSize); worldBuilder.GenerateWorld(this, GenerateWhileInPlayMode, loadCostField); worldGenerated = true; float endTime = Time.realtimeSinceStartup; float timeElapsed = (endTime - startTime); Debug.Log("timeElapsed Generate World ms: " + (timeElapsed * 1000f).ToString()); }