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); } } }
private void GenerateWorldManually(List <Tile[][]> tileGrids, List <IntVector2> tileGridOffset, bool autoConnectWorldAreas) { worldData.GenerateWorldManually(this, tileGrids, tileGridOffset, autoConnectWorldAreas); worldData.Setup(); }