void loadMapFromXML(string mapName) { MapXMLContainer container = MapSaveLoad.Load(mapName); mapSize = container.size; for (int i = 0; i < mapTransform.childCount; i++) { Destroy(mapTransform.GetChild(i).gameObject); } for (int i = 0; i < mapSize; i++) { List <Tile> row = new List <Tile>(); for (int j = 0; j < mapSize; j++) { Tile tile = Instantiate(PrefabHolder.instance.TILE_BASE_PREFAB, new Vector3(i - Mathf.Floor(mapSize / 2), 0, -j + Mathf.Floor(mapSize / 2)), Quaternion.Euler(new Vector3())).GetComponent <Tile>(); tile.transform.parent = mapTransform; tile.gridPosition = new Vector2(i, j); tile.setType((TileType)container.tiles.Where(x => x.locX == i && x.locY == j).First().id); row.Add(tile); } map.Add(row); } }
private void loadMapFromXml() { CellMapXMLContainer container = MapSaveLoad.Load("map.xml"); mapSize = container.size; //initially remove all children for (int i = 0; i < mapTransform.childCount; i++) { Destroy(mapTransform.GetChild(i).gameObject); } map = new List <List <Cell> >(); for (int i = 0; i < mapSize; i++) { List <Cell> row = new List <Cell>(); for (int j = 0; j < mapSize; j++) { Cell tile = ((GameObject)Instantiate(PrefabHolder.instance.BASE_TILE_PREFAB, new Vector3(i - Mathf.Floor(mapSize / 2), 0, -j + Mathf.Floor(mapSize / 2)), Quaternion.Euler(new Vector3()))).GetComponent <Cell>(); tile.transform.parent = mapTransform; tile.gridPosition = new Vector2(i, j); tile.setType((CellType)container.cells.Where(x => x.locX == i && x.locY == j).First().id); row.Add(tile); } map.Add(row); } }
private void CreateMap() { CellMapXMLContainer container = MapSaveLoad.Load("map.xml"); mapSize = container.size; //initially remove all children // for (int i = 0; i < mapTransform.childCount; i++) //{ // Destroy(mapTransform.GetChild(i).gameObject); //} map = new List <List <Cell> >(); for (int i = 0; i < mapSize; i++) { List <Cell> row = new List <Cell>(); for (int j = 0; j < mapSize; j++) { GameObject cellPrefab; cellPrefab = ((GameObject)Instantiate(PrefabHolder.instance.BASE_TILE_PREFAB.gameObject, new Vector3(i - Mathf.Floor(mapSize / 2), 0, -j + Mathf.Floor(mapSize / 2)), Quaternion.Euler(new Vector3()))); Cell cell = cellPrefab.GetComponent <Cell>(); cell.transform.parent = mapTransform; cell.gridPosition = new Vector2(i, j); cell.type = (CellType)(container.cells.Where(x => x.locX == i && x.locY == j).First().id); row.Add(cell); } map.Add(row); } }
private void Load() { if (flowData != null) { Debug.Log("load"); mapSaveLoad.Load(flowData); } }