IEnumerator RemoveAndAdd(TileInfo map, int i, float x, float y, float height) { //TODO: Optimize the speed for (int k = 0; k < height; k++) { map.AddTile(new Vector2(x + i, y + k), 0); yield return(null); } for (int j = (int)height; j < map.mapHeight; j++) { map.RemoveTile(new Vector2(x + i, y + j)); yield return(null); } }
private void Fill(TileInfo map, Transform transform, int start, float height, float length) { for (int i = start; i < start + length; i++) { //TODO: Might have a better way of clearing the tiles for (int j = 0; j < map.mapHeight; j++) { map.RemoveTile(new Vector2(transform.position.x + i, transform.position.y + j)); } for (int k = 0; k < height; k++) { map.AddTile(new Vector2(transform.position.x + i, transform.position.y + k), 0); } //yield return null; } }