/// <summary> /// Creates a dummy Terrain and loads the given tile into it /// </summary> public static TerrainTile LoadTile(MapId map, int x, int y) { var terrain = new SimpleTerrain(map); terrain.TileProfile[x, y] = true; var tile = terrain.LoadTile(x, y); terrain.Tiles[x, y] = tile; return tile; }
/// <summary> /// Creates a dummy Terrain and loads the given tile into it /// </summary> public static TerrainTile LoadTile(MapId map, int x, int y) { var terrain = new SimpleTerrain(map); terrain.TileProfile[x, y] = true; var tile = terrain.LoadTile(x, y); terrain.Tiles[x, y] = tile; return(tile); }
public SimpleTerrain GetOrLoadSimpleTerrain(MapId map) { Terrain terrain; if (!WorldTerrain.TryGetValue(map, out terrain)) { terrain = new SimpleTerrain(map, false); terrain.FillTileProfile(); WorldTerrain.Add(map, terrain); } return (SimpleTerrain)terrain; }
public SimpleTerrain GetOrLoadSimpleTerrain(MapId map) { Terrain terrain; if (!WorldTerrain.TryGetValue(map, out terrain)) { terrain = new SimpleTerrain(map, false); terrain.FillTileProfile(); WorldTerrain.Add(map, terrain); } return((SimpleTerrain)terrain); }
public static TerrainTile LoadTile(SimpleTerrain terrain, int x, int y) { var tile = SimpleTileReader.ReadTile(terrain, x, y); if (tile != null) { // do not generate navmesh on the fly (use command instead) if (NavMeshBuilder.DoesNavMeshExist(terrain.MapId, x, y)) { tile.EnsureNavMeshLoaded(); } } return tile; }
public ITerrain CreateTerrain(MapId id) { var terrain = new SimpleTerrain(id, LoadTile); terrain.FillTileProfile(); return terrain; }