/// <summary> /// Updates the tilemap based on map /// </summary> public void PopulateTiles() { // create a mapping from id to tile // int maxTileID = 0; // foreach (var wallTile in _wallTiles) // maxTileID = (maxTileID < (int) wallTile.TileID) ? // (int)wallTile.TileID : maxTileID; // OreTile[] wallTiles = new OreTile[maxTileID+1]; // foreach (var wallTile in _wallTiles) // _wallTiles[(int) wallTile.TileID] = wallTile; // Generate the tiles appropriately var width = Map.GetLength(0); var height = Map.GetLength(1); for (var x = 0; x < width; x++) { for (var y = 0; y < height; y++) { Tile currTile = Map[x, y]; OreMap.SetTile(IndexToCell(x, y), currTile); } } }
public Vector2 WorldPosFromGridIndex(Vector2Int position) { Vector2 pos = OreMap.CellToWorld(IndexToCell(position)); return(pos); }
public Vector2Int GridIndexFromWorldPos(Vector3 pos) { Vector3Int cellPos = OreMap.WorldToCell(pos); return(CellToIndex(cellPos)); }