BBGamelib.CCTMXParser.ParseLayer C# (CSharp) Method

ParseLayer() static private method

static private ParseLayer ( XmlNode nodeData, int cols, int rows, string>.Dictionary gidToFiles, string>.Dictionary gidToTileProperties ) : CCTMXLayer
nodeData System.Xml.XmlNode
cols int
rows int
gidToFiles string>.Dictionary
gidToTileProperties string>.Dictionary
return CCTMXLayer
		static CCTMXLayer ParseLayer(XmlNode nodeData, int cols, int rows, Dictionary<int, string> gidToFiles, Dictionary<int, Dictionary<string, string>> gidToTileProperties){
			XmlNode data    = nodeData.SelectSingleNode("data");
			string name    = nodeData.Attributes["name"].InnerText;
			string encoding    = data.Attributes["encoding"].InnerText;
			NSUtils.Assert (encoding=="csv", "cocos2d:CCTMXMapParser: Unsupported encoding {0} found. Only csv is supported now.", encoding);

			string  csvData = data.InnerText;
			CCTMXTiledLayer layer = new CCTMXTiledLayer();
			layer.name = name;
			layer.visiable = nodeData.Attributes["visible"] != null && nodeData.Attributes["visible"].InnerText == "0";
			layer.tiles = new CCTMXTile[rows][];
			for (int row=0; row<rows; row++) {
				layer.tiles[row] = new CCTMXTile[cols];			
			}
			string[] layerData = csvData.Split(',');
			int totalTiles    = cols * rows;
			for (int i = 0; i < totalTiles; i++) {
				int col = i % cols;
				int row = Mathf.FloorToInt(i / cols);
				int tileId = int.Parse(layerData[i].ToString().Trim());
				if(tileId>0){
					CCTMXTile tile = new CCTMXTile();
					tile.gid = tileId;
					tile.col = col;
					tile.row = row;
					try{
						tile.file = gidToFiles[tile.gid];
					}catch{
						throw new UnityEngine.UnityException(string.Format("cocos2d: CCTMXMapParser: gid [{0}] not found", tile.gid));
					}
					Dictionary<string, string> tileProperties = null;
					if(!gidToTileProperties.TryGetValue(tile.gid, out tileProperties)){
						tileProperties = null;
					}
					tile.sharedProperties = tileProperties;
					layer.tiles[row][col] = tile;
				}
			} 

			XmlNode propertiesNode = nodeData.SelectSingleNode("properties");
			if(propertiesNode!=null){
				layer.properties = new Dictionary<string, string>();
				ParseProperties(propertiesNode, layer.properties);
			}
			return layer;
		}