public LDtkLevelBackgroundBuilder(LDtkProjectImporter importer, GameObject levelTransform, LDtkSortingOrder layerSortingOrder, Level level) { _importer = importer; _levelTransform = levelTransform; _layerSortingOrder = layerSortingOrder; _level = level; }
public LDtkLevelBackgroundBuilder(LDtkProjectImporter importer, GameObject levelTransform, LDtkSortingOrder layerSortingOrder, Level level, Vector2 worldSpaceSize) { _importer = importer; _levelTransform = levelTransform; _layerSortingOrder = layerSortingOrder; _level = level; _worldSpaceSize = worldSpaceSize; }
private void BuildLayerInstances() { LDtkComponentLevel levelComponent = CreateLevelGameObject(); _sortingOrder = new LDtkSortingOrder(); //build layers and background from front to back in terms of ordering foreach (LayerInstance layer in _level.LayerInstances) { BuildLayerInstance(layer); } _backgroundBuilder = new LDtkLevelBackgroundBuilder(_importer, _levelGameObject, _sortingOrder, _level, levelComponent.Size); _backgroundBuilder.BuildBackground(); }
public LDtkBuilderEntity(LDtkProjectImporter importer, GameObject layerGameObject, LDtkSortingOrder sortingOrder) : base(importer, layerGameObject, sortingOrder) { }
protected LDtkLayerBuilder(LDtkProjectImporter importer, GameObject layerGameObject, LDtkSortingOrder sortingOrder) { Importer = importer; LayerGameObject = layerGameObject; SortingOrder = sortingOrder; }
public LDtkLayeredTilesetProvider(LDtkSortingOrder sortingOrder, TilemapCreation tilemapGetter) { _sortingOrder = sortingOrder; _tilemapGetter = tilemapGetter; }
public LDtkBuilderTileset(LDtkProjectImporter importer, GameObject layerGameObject, LDtkSortingOrder sortingOrder) : base(importer, layerGameObject, sortingOrder) { _tilesetProvider = new OffsetTilemapStacks(ConstructNewTilemap); }
public LDtkBuilderIntGridValue(LDtkProjectImporter importer, GameObject layerGameObject, LDtkSortingOrder sortingOrder) : base(importer, layerGameObject, sortingOrder) { }