Inherits ProD.Singleton< T >.
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static List< GameObject > | allPrefabs = new List<GameObject>() |
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static List< GameObject > | allTileGroups = new List<GameObject>() |
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GameObject ProD.Materializer.GetPrefab |
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string |
type, |
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string[] |
orientation, |
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string |
theme |
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) |
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Gets the prefab for a specified type of tile. The prefabs need to be in the corresponding directories, or this will return null.
- Returns
- The prefab.
- Parameters
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type | The type of tile you want the prefab of |
orientation | The orientation of the prefab. For example, it could be a corner tile or a straight wall. |
theme | The theme of the tile. |
void ProD.Materializer.MaterializeMap |
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Map |
map | ) |
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Materializes a map.
- Parameters
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void ProD.Materializer.MaterializeWorldMap |
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WorldMap |
worldMap | ) |
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Materializes the world map.
- Parameters
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worldMap | The world map to materialize. |
void ProD.Materializer.PlacePrefab |
( |
GameObject |
prefab, |
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Map |
map, |
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Address |
address, |
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string[] |
orientation |
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) |
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Places the prefab by instantiating it at a given location on the map.
- Parameters
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prefab | The prefab. |
map | The map which the tile belongs to. |
address | The adress of the tile in the map. |
orientation | The orientation of the tile. |
void ProD.Materializer.UnmaterializeWorldMap |
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Unmaterializes the world map by destorying all the prefabs that were instantiated
- Parameters
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List<GameObject> ProD.Materializer.allPrefabs = new List<GameObject>() |
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static |
List<GameObject> ProD.Materializer.allTileGroups = new List<GameObject>() |
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static |
bool ProD.Materializer.groupTiles = true |
bool ProD.Materializer.rotateTiles = true |
bool ProD.Materializer.useIsometric = false |