public void GenerateWorld(bool GenerateWhileInPlayMode, bool LoadCostField) { if (GenerateWhileInPlayMode) { GetComponent <SaveLoad>().LoadLevel(); worldData.GenerateWorld(this, GenerateWhileInPlayMode, LoadCostField); worldData.Setup(); } else { if (LoadCostField) { GetComponent <SaveLoad>().LoadLevel(); worldData.GenerateWorld(this, GenerateWhileInPlayMode, LoadCostField); } else { worldData.costFields.Clear(); worldData.GenerateWorld(this, GenerateWhileInPlayMode, LoadCostField); } } }
public void GenerateWorld(bool generateWhileInPlayMode, bool loadCostField) { if (generateWhileInPlayMode) { GetComponent <SaveLoad>().LoadLevel(); worldData.GenerateWorld(this, true, loadCostField); worldData.Setup(); } else { if (loadCostField) { GetComponent <SaveLoad>().LoadLevel(); worldData.GenerateWorld(this, false, true); } else { worldData.CostFields.Clear(); worldData.GenerateWorld(this, false, false); } } }