void Initialize() { for (int i = 0; i < createFloorSetCount; ++i) { floorGenerator.CreateFloor(floorStartPos + floorSetMargin * i); } }
// START AND UPDATE: void Start() { floorGenerator = GetComponent<FloorGenerator> (); sceneryGenerator = GetComponent<SceneryGenerator> (); floorGenerator.Start (); sceneryGenerator.Start (); cellTypeGrid = new CellType[numCellsX, numFloors, numCellsZ]; floors = new Floor[numFloors]; FillDungeon(); floorGenerator.CreateFloor(); }