// Use this for initialization void Start() { dungeonFloor = DungeonGenerator.CreateFloor(64, 64, new Dungeon()); RLBaseTile start = null; foreach (RLBaseTile t in dungeonFloor.Tiles) { if (t != null) { if (start == null && !t.GetTileType().BlocksMovement) { start = t; } TileRenderer.BindTile(t); } } _actor = new SimpleActor(StatBlock.CreateInstance(baseStats, 3, 7, 9)) { BasicMoveSkill = move, fieldOfView = new BresenhamFOV(), OnVisibilityChanged = (tile, visible) => { if (visible) { tile.SetCurrentlyVisibleToPlayer(true); tile.SetEverSeenByPlayer(true); } else { tile.SetCurrentlyVisibleToPlayer(false); } } }; StatBlockDisplay.BindStatBlock(_actor.GetStats()); start.SetActor(_actor); RLActorController actorController = Instantiate(ActorPrefab, transform); actorController.effectRenderer = effectRenderer; actorController.BindActor(_actor); InventoryDisplay.BindInventory(_actor); virtualCam.Follow = actorController.transform; }