private void InstantiateWithOffset(int xOffset, int yOffset) { for (int i = 0; i < _tiles.Length; i++) { for (int j = 0; j < _tiles[i].Length; j++) { if (_tiles[i][j] == TileType.Floor) { _tileInstantiator.InstantiateFromArray(FloorPrefabs, i + xOffset, j + yOffset, _boardHolder.transform); } else if (_proximityChecker.CheckRoomProximity(i, j, _tiles)) { _tileInstantiator.InstantiateFromArray(WallPrefabs, i + xOffset, j + yOffset, _boardHolder.transform); } } } }
public void InstantiateObject(IList <GameObject> prefabs, GameObject parent) { var enemies = EnemiesNumber.Random; var floors = GameObject.FindGameObjectsWithTag("Floor"); for (var i = 0; i < enemies; i++) { var idx = Random.Range(0, floors.Length); var floor = floors[idx]; var pos = floor.transform.position; _tileInstantiator.InstantiateFromArray(prefabs, pos.x, pos.y, parent.transform); floors = floors.Where(w => w != floor).ToArray(); } }