static public void AddEmptyRoomElements(ref RoomData rd) { CameraBoundsData cameraBoundsData = new CameraBoundsData(); cameraBoundsData.size = new Vector2(52, 38); cameraBoundsData.pos = Vector2.zero; rd.cameraBoundsData = cameraBoundsData; rd.AddPropData(cameraBoundsData); PlayerStartData playerStartData = new PlayerStartData(); playerStartData.pos = new Vector2(0, 0); rd.AddPropData(playerStartData); Rect[] groundRects = { new Rect(0, 17.5f, 52, 3), // top new Rect(0, -16.5f, 52, 5), // bottom new Rect(-24, 0, 4, 38), // left new Rect(24, 0, 4, 38), // right }; foreach (Rect rect in groundRects) { GroundData newGroundData = new GroundData { pos = rect.position, size = rect.size, }; rd.AddPropData(newGroundData); } }
// ---------------------------------------------------------------- // Serializing // ---------------------------------------------------------------- override public PropData ToData() { PlayerStartData data = new PlayerStartData(); data.pos = PosLocal; return(data); }
// ---------------------------------------------------------------- // Start // ---------------------------------------------------------------- public void Initialize(Room _myRoom, PlayerStartData data) { base.InitializeAsProp(_myRoom, data); //this.GetComponent<SpriteRenderer>().enabled = false; // Of course, hide my sprite. It's just for the editor. }