public override void OnStateMachineExit(Animator animator, int stateMachinePathHash) { UnitMapIconManager.ClearIcons(); UnitMapIconManager.SetActive(false); MapComposer.ClearRuntime(false); }
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); }
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(); }
private void OnApplicationQuit() { MapComposer.ClearRuntime(true); }