private void TryBuildSimpleBgColor() { if (!_importer.CreateBackgroundColor) { return; } SpriteRenderer renderer = CreateGameObject("_BgColor"); renderer.sprite = LDtkResourcesLoader.LoadDefaultTileSprite(); renderer.color = _level.UnityBgColor; _layerSortingOrder.Next(); renderer.sortingOrder = _layerSortingOrder.SortingOrderValue; ManipulateColorTransform(renderer.transform); }
public Tilemap GetAppropriatelyLayeredTilemap(Vector2Int pos) { int layer = GetTilemapLayerToBuildOn(pos); //Debug.Log($"Trying to get tilemap for tile {pos}, got {layer}"); if (_tilemaps.ContainsKey(layer)) { return(_tilemaps[layer]); } _sortingOrder.Next(); Tilemap tilemap = _tilemapGetter.Invoke(); _tilemaps.Add(layer, tilemap); return(tilemap); }
/// <returns> /// The sliced sprite result of the backdrop. /// </returns> public void BuildBackground() { //if no path defined, then no background was set if (string.IsNullOrEmpty(_level.BgRelPath)) { return; } LDtkRelativeGetterLevelBackground getter = new LDtkRelativeGetterLevelBackground(); _texture = getter.GetRelativeAsset(_level, _importer.assetPath); if (_texture == null) { Debug.LogError("null Sprite"); return; } Sprite sprite = GetSprite(); if (sprite == null) { Debug.LogError("Sprite null"); return; } SpriteRenderer renderer = CreateGameObject(); renderer.sprite = sprite; _layerSortingOrder.Next(); renderer.sortingOrder = _layerSortingOrder.SortingOrderValue; ManipulateTransform(renderer.transform); _importer.AddBackgroundArtifact(sprite); }