| | |
| | | using UnityEngine; |
| | | using UnityEngine.Tilemaps; |
| | | using UnityEngine.UIElements; |
| | | using static UnityEditor.Progress; |
| | | |
| | | //[Serializable] |
| | | //public class Ore |
| | |
| | | SetSettingsFromSeed(seed.Value); |
| | | |
| | | transform.position = new Vector3((maxWidth / 2) * -1, (maxGroundHeight + 1) * -1, transform.position.z); |
| | | |
| | | LoadGenerateablesFromResources(); |
| | | } |
| | | private void LoadGenerateablesFromResources() |
| | | { |
| | | // Load all Item prefabs from the "Resources/Items" folder |
| | | GameObject[] generateablePrefabs = Resources.LoadAll<GameObject>("Generateable"); |
| | | generateables = new List<Generateable>(); |
| | | foreach (GameObject prefab in generateablePrefabs) |
| | | { |
| | | Generateable generateable = prefab.GetComponent<Generateable>(); |
| | | if (generateable != null) |
| | | { |
| | | generateable.tile = ScriptableObject.CreateInstance<CustomRuleTile>(); |
| | | generateable.tile.m_DefaultGameObject = prefab; |
| | | generateable.tile.m_DefaultSprite = generateable.sprite; |
| | | generateables.Add(generateable); |
| | | forestRuleTile.siblings.Add(generateable.tile); |
| | | } |
| | | else |
| | | { |
| | | Debug.LogWarning($"Prefab {prefab.name} does not have an Item component"); |
| | | } |
| | | } |
| | | |
| | | if (generateables.Count == 0) |
| | | { |
| | | Debug.LogWarning("No items found in Resources/Items folder"); |
| | | } |
| | | } |
| | | |
| | | public void SetSettingsFromSeed(int seed) |