void MakeWall(Direction direction, RoomCord cords) { //string path = "Walls" + System.IO.Path.DirectorySeparatorChar.ToString () + "Side1" + System.IO.Path.DirectorySeparatorChar.ToString () + "Path"; //GameObject pathObj = GameObject.Instantiate(Resources.Load(path) as GameObject) as GameObject; //pathObj.transform.parent = transform; /* * bool lengthGood = false; * int length = Random.Range (1, 3); * while(!lengthGood && length > 0) * { * lengthGood = true; * for (int i = 0; i < length; i++) { * RoomCord currentPos = cords + i * GetIntDirection(direction); * if(grid[currentPos.xPos, currentPos.yPos] != 0) * { * length = length - 1; * lengthGood = false; * break; * } * } * } * string path = "Walls" + System.IO.Path.DirectorySeparatorChar.ToString () + "Side1" + System.IO.Path.DirectorySeparatorChar.ToString (); * GameObject pathObj = GameObject.Instantiate(Resources.Load(path + length + System.IO.Path.DirectorySeparatorChar.ToString () + "Path") as GameObject) as GameObject; * pathObj.transform.parent = transform; * pathObj.transform.localPosition = cords.GetLocalPos(); * pathObj.transform.eulerAngles = new Vector3 (0, 0, GetRotation (direction)); * * for(int i = 0; i < length; i++) * { * RoomCord currentPos = cords + i * GetIntDirection(direction); * grid[currentPos.xPos, currentPos.yPos] = 1; * } */ }
void MakeCorner(Direction direction, RoomCord pos) { /* * // Load corner object * string pathDelim = System.IO.Path.DirectorySeparatorChar.ToString(); * string pathBegin = "Walls" + pathDelim + "Side"; * int startingCornerSide = Random.Range (1, 2); * GameObject corner = GameObject.Instantiate (Resources.Load (pathBegin + startingCornerSide + pathDelim +"Corner") as GameObject); * * // Put corner in position * corner.transform.parent = transform; * corner.transform.localPosition = pos.GetLocalPos (); * * // Mark corner on grid * grid [pos.xPos, pos.yPos] = 2;*/ }