/// <summary> /// Initializes all components of the tilemap, and prepares the list of tiles. /// </summary> public void InitTileMap() { mesh = new Mesh(); mesh_filter = GetComponent <MeshFilter>(); mesh_renderer = GetComponent <MeshRenderer>(); mesh_collider = GetComponent <MeshCollider>(); TileList = new TileContents[size_x * size_z]; for (int i = 0; i < size_x * size_z; i++) { TileList[i] = new TileContents(); TileList[i].OnTopOfTile = new List <GameObject>(); TileList[i].isEmpty = true; } }
/// <summary> /// Create a new GridNode map /// </summary> public GridNodeMap() { this.gridSizeX = GlobalGameData.gridSizeX; this.gridSizeY = GlobalGameData.gridSizeY; nodeSize = GlobalGameData.tileSize * GlobalGameData.drawRatio; nodeArray = new TileContents[gridSizeX, gridSizeY]; for (int y = 0; y < gridSizeY; ++y) { for (int x = 0; x < gridSizeX; ++x) { Vector2 tilePos = new Vector2(); tilePos.X = nodeSize / 2 + nodeSize * x; tilePos.Y = nodeSize / 2 + nodeSize * y; nodeArray[x, y] = new TileContents(tilePos); } } }