static void TestLoadCell(Vector3 position) { var cellId = GetCellId(position, 60); var cell = DataPack.FindCellRecord(cellId); var land = ((UltimaDataPack)DataPack).FindLANDRecord(cellId); Log($"LAND #{land?.GridId}"); }
private static void SpawnPlayer(GameObject playerPrefab, Vector3Int gridId, Vector3 position) { _currentCell = Data.FindCellRecord(gridId); Utils.Assert(_currentCell != null); CreatePlayer(playerPrefab, position, out _playerCameraObj); var cellInfo = CellManager.StartCreatingCell(gridId); LoadBalancer.WaitForTask(cellInfo.ObjectsCreationCoroutine); }
/// <summary> /// Spawns the player inside using the cell's grid coordinates. /// </summary> /// <param name="playerPrefab">The player prefab.</param> /// <param name="position">The target position of the player.</param> public void SpawnPlayer(GameObject playerPrefab, Vector3 position) { var cellId = CellManager.GetCellId(position, _currentWorld); _currentCell = Data.FindCellRecord(cellId); Debug.Assert(_currentCell != null); CreatePlayer(playerPrefab, position, out _playerCameraObj); var cellInfo = CellManager.StartCreatingCell(cellId); LoadBalancer.WaitForTask(cellInfo.ObjectsCreationCoroutine); if (cellId.z != -1) { OnExteriorCell(_currentCell); } else { OnInteriorCell(_currentCell); } }
static void TestLoadCell(Vector3 position) { var cellId = GetCellId(position, 60); var cell = Data.FindCellRecord(cellId); var land = ((TesDataPack)Data).FindLANDRecord(cellId); }