using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Tilemaps;public class MapEditor : MonoBehaviour
{public Tilemap tilemap;//引用的Tilemap,加入腳本后需要將對應(yīng)tilemap拖進(jìn)來private Dictionary<string, Tile> arrTiles; //地塊種類private List<string> TilesName;string[] TileType;//大地圖寬高public int levelW = 10;public int levelH = 10;// Start is called before the first frame updatevoid Start(){arrTiles = new Dictionary<string, Tile>();TilesName = new List<string>();InitTile();InitMapTilesInfo();InitData();}// Update is called once per framevoid Update(){}void InitData(){for (int i = 0; i < levelH; i++){//根據(jù)地面類型TileType初始化tilemapfor (int j = 0; j < levelW; j++){tilemap.SetTile(new Vector3Int(j, i, 0), arrTiles[TileType[i * levelW + j]]);}}}void InitMapTilesInfo(){//初始化地圖信息,即每個(gè)單位對應(yīng)的地面類型TileType = new string[levelH * levelW];for (int i = 0; i < levelH; i++){for (int j = 0; j < levelW; j++){TileType[i*levelW+j] = TilesName[Random.Range(0, TilesName.Count)];}}}void InitTile(){//創(chuàng)建3鐘類型的地面瓦片AddTile("soil", "Image/soil");AddTile("brick", "Image/brick");AddTile("grass", "Image/grass");}void AddTile(string labelName,string spritePath){Tile tile = ScriptableObject.CreateInstance<Tile>();//創(chuàng)建Tile,注意,要使用這種方式Sprite tmp = Resources.Load<Sprite>(spritePath);tile.sprite = tmp;arrTiles.Add(labelName, tile);TilesName.Add(labelName);}
}