Пример #1
0
        public override void OnStateMachineExit(Animator animator, int stateMachinePathHash)
        {
            UnitMapIconManager.ClearIcons();
            UnitMapIconManager.SetActive(false);

            MapComposer.ClearRuntime(false);
        }
Пример #2
0
        public override void OnStateMachineExit(Animator animator, int stateMachinePathHash)
        {
            VisibilityResponder.UpdateVisibility = false;

            UnitMapIconManager.ClearIcons();
            UnitMapIconManager.SetActive(false);

            foreach (var element in PlayModeSensitiveElements)
            {
                element.IsActive = false;
            }

            MapComposer.ClearRuntime(false);
        }
Пример #3
0
        private IEnumerator GenerateMap_Perform(IMapTemplate template, IMapGenerationVariables variables)
        {
            MapComposer.ClearRuntime(false);

            while (MapComposer.IsProcessing)
            {
                yield return(new WaitForEndOfFrame());
            }

            Profiler.BeginSample("GenerateMap()");

            CellClimateLogic.Reset(template);

            var oldRandomState = SetRandomState();

            Grid.Build(variables.CellCountX, variables.CellCountZ);

            GeneratePlayers(variables);

            var oceansAndContinents = GenerateOceansAndContinents(template, variables);

            PaintMap(oceansAndContinents, template);

            foreach (var civ in oceansAndContinents.HomelandDataForCiv.Keys)
            {
                var civHomeland = oceansAndContinents.HomelandDataForCiv[civ];

                StartingUnitPlacementLogic.PlaceStartingUnitsInRegion(
                    civHomeland.StartingRegion, civ, template
                    );
            }

            UnityEngine.Random.state = oldRandomState;

            GenerateMapCoroutine = null;

            foreach (var chunk in Grid.Chunks)
            {
                chunk.Refresh(MapRendering.TerrainRefreshType.All);
            }

            Profiler.EndSample();
        }
Пример #4
0
 private void OnApplicationQuit()
 {
     MapComposer.ClearRuntime(true);
 }