// Start is called before the first frame update void Start() { Application.targetFrameRate = 60; for (int x = 0; x < stageSize; x++) { for (int y = 0; y < stageSize; y++) { collisionGrid[x, y] = 0; } } List <RoomData> instructionSet1 = new List <RoomData> { new RoomData { type = RoomData.RoomType.Fixed, x1 = 6, y1 = 24, room = fixedset[2], rotate = 0.0f }, new RoomData { type = RoomData.RoomType.Fixed, x1 = 18, y1 = 6, room = fixedset[0], rotate = 90.0f }, new RoomData { type = RoomData.RoomType.Mundane, x1 = 8, x2 = 22, y1 = 10, y2 = 14, mundane = tileset[0], rotate = 180.0f }, new RoomData { type = RoomData.RoomType.Fixed, x1 = 11, y1 = 5, room = decorset[1], rotate = 180.0f }, new RoomData { type = RoomData.RoomType.Mundane, x1 = 25, x2 = 28, y1 = 25, y2 = 33, mundane = tileset[2], rotate = 180.0f }, new RoomData { type = RoomData.RoomType.Mundane, x1 = 28, x2 = 37, y1 = 12, y2 = 16, mundane = tileset[0], rotate = 90.0f }, new RoomData { type = RoomData.RoomType.Mundane, x1 = 10, x2 = 14, y1 = 37, y2 = 42, mundane = tileset[1], rotate = 0.0f }, new RoomData { type = RoomData.RoomType.Fixed, x1 = 37, y1 = 7, room = fixedset[1], rotate = 180.0f } }; List <RoomData> instructionSet2 = new List <RoomData> { new RoomData { type = RoomData.RoomType.Fixed, x1 = 20, y1 = 18, room = fixedset[1], rotate = 180.0f }, new RoomData { type = RoomData.RoomType.Fixed, x1 = 4, y1 = 16, room = fixedset[4], rotate = 270.0f }, new RoomData { type = RoomData.RoomType.Mundane, x1 = 10, x2 = 18, y1 = 17, y2 = 23, mundane = tileset[0], rotate = 0.0f }, new RoomData { type = RoomData.RoomType.Fixed, x1 = 11, y1 = 24, room = decorset[0], rotate = 0.0f }, new RoomData { type = RoomData.RoomType.Mundane, x1 = 29, x2 = 34, y1 = 21, y2 = 32, mundane = tileset[2], rotate = 90.0f }, new RoomData { type = RoomData.RoomType.Mundane, x1 = 2, x2 = 8, y1 = 42, y2 = 47, mundane = tileset[1], rotate = 0.0f }, new RoomData { type = RoomData.RoomType.Mundane, x1 = 22, x2 = 30, y1 = 0, y2 = 8, mundane = tileset[3], rotate = 270.0f }, }; backActive = gameObject.AddComponent <TileLayer>(); backActive.BuildFixed(instructionSet2); backActive.Tint(new Color(0.75f, 0.75f, 0.75f)); backActive.Scale(0.9f); frontActive = gameObject.AddComponent <TileLayer>(); frontActive.BuildFixed(instructionSet1); frontActive.Rooms().layer = LayerMask.NameToLayer("Terrain Front 1"); backActive.Rooms().layer = LayerMask.NameToLayer("Terrain Front 2"); frontActive.SetRenderLayer("Terrain 1"); backActive.SetRenderLayer("Terrain 2"); testmove = backActive.Layer(); testmove2 = frontActive.Layer(); movement = testmove.GetComponent <Rigidbody2D>(); }