private SuperLayer ProcessObjectLayer(GameObject goParent, XElement xObjectLayer) { // Have our super object layer loader take care of things var loader = new SuperObjectLayerLoader(xObjectLayer); loader.AnimationFramerate = SuperImportContext.Settings.AnimationFramerate; loader.ColliderFactory = CreateColliderFactory(); loader.SuperMap = m_MapComponent; loader.Importer = this; loader.GlobalTileDatabase = m_GlobalTileDatabase; // Create our layer and objects var objectLayer = goParent.AddSuperLayerGameObject <SuperObjectLayer>(loader, SuperImportContext); AddSuperCustomProperties(objectLayer.gameObject, xObjectLayer.Element("properties")); RendererSorter.BeginObjectLayer(objectLayer); using (SuperImportContext.BeginIsTriggerOverride(objectLayer.gameObject)) { loader.CreateObjects(); } RendererSorter.EndObjectLayer(objectLayer); return(objectLayer); }
private GameObject ProcessObjectLayer(GameObject goParent, XElement xObjectLayer) { // Have our super object layer loader take care of things var loader = new SuperObjectLayerLoader(xObjectLayer); loader.AnimationFramerate = SuperImportContext.Settings.AnimationFramerate; loader.ColliderFactory = CreateColliderFactory(); loader.Importer = this; loader.GlobalTileDatabase = m_GlobalTileDatabase; // Create our layer and objects var objectLayer = goParent.AddSuperLayerGameObject <SuperObjectLayer>(loader, SuperImportContext); AddSuperCustomProperties(objectLayer.gameObject, xObjectLayer.Element("properties")); m_LayerSorterHelper.SortNewLayer(objectLayer); loader.CreateObjects(); return(objectLayer.gameObject); }