private void ProcessLayerDataChunk(GameObject goTilemap, Chunk chunk) { // Instantiate object to build all colliders for this chunk m_CurrentCollisionBuilder = new CollisionBuilder(goTilemap, m_TilePolygonDatabase, SuperImportContext); List <uint> tileIds = ReadTileIdsFromChunk(chunk); // preserve tile ids of layer TileIdsChunk tileIdsChunk = new TileIdsChunk() { _x = chunk.X, _y = chunk.Y, _width = chunk.Width, _height = chunk.Height, _tileIds = tileIds }; SuperTileLayer superTileLayer = goTilemap.GetComponentInParent <SuperTileLayer>(); superTileLayer.InternalAddTileIdsChunk(tileIdsChunk); PlaceTiles(goTilemap, chunk, tileIds); m_CurrentCollisionBuilder.Build(this); m_CurrentCollisionBuilder = null; }
private void ProcessLayerDataChunk(GameObject goTilemap, Chunk chunk) { // Instantiate object to build all colliders for this chunk m_CurrentCollisionBuilder = new CollisionBuilder(goTilemap, m_TilePolygonDatabase, SuperImportContext); var tileIds = ReadTileIdsFromChunk(chunk); PlaceTiles(goTilemap, chunk, tileIds); m_CurrentCollisionBuilder.Build(this); m_CurrentCollisionBuilder = null; }