Events
OnBlueprintLayersComplete
OnBlueprintLayersComplete(TileWorldCreator tileWorldCreator);
Called after ExecuteAllBlueprintLayers
or ExecuteBlueprintLayer
Example
// Subscribe to event
void OnEnable()
{
tileWorldCreator.OnBlueprintLayersComplete += BuildMap;
}
// Unsubscribe event
void OnDisable()
{
tileWorldCreator.OnBlueprintLayersComplete -= BuildMap;
}
// Blueprint generation is complete we can now call ExecuteAllBuildLayers to build the map
void BuildMap(TileWorldCreator tileWorldCreator)
{
// Build the map, do not force a complete rebuild
tileWorldCreator.ExecuteAllBuildLayers(false);
}
OnBuildLayersComplete
OnBuildLayersComplete(TileWorldCreator tileWorldCreator);
Called after build layers stack is done. After ExecuteAllBuildLayers
, ExecuteBuildLayer
Example
// Subscribe to event
void OnEnable()
{
tileWorldCreator.OnBuildLayersComplete += Done;
}
// Unsubscribe event
void OnDisable()
{
tileWorldCreator.OnBuildLayersComplete -= Done;
}
// Build map is complete
void BuildMap(TileWorldCreator tileWorldCreator)
{
Debug.Log("Ready");
}
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