void Update() { if (Input.GetButtonDown("Jump")) { ClearMap(); var bsp = new BSPGenerator(40, 40, 15, 9, 1, true, tilemapFloor, tilemapWall, floor, wall); bsp.NewMap(); } }
void Start() { if (tilemapFloor == null || tilemapWall == null) { Debug.Log("No tilemaps!!!"); } else { var bsp = new BSPGenerator(40, 40, 15, 9, 1, false, tilemapFloor, tilemapWall, floor, wall); //Generate new BSP map. It's just for demo, you can set any map you want bsp.NewMap(); } }
public void GenerateNewMap(string mapType) { switch (mapType) { case "Tunneling": var tunn = new Tunneling(width, height, maxTunnels, maxTunnelLength, minTunnelLength, tunnelWidth, maxRRoomSize, minRRoomSize, maxCRoomRadius, minCRoomRadius, buildRectRoom, buildCircleRoom, randomTunnelWidth, floor, wall, floorTile, wallTile); tunn.NewMap(); if (decorations.Count > 0) { PlaceDecorations(); } break; case "CellularAutomata": var cellular = new Cellurar(width, height, deathLimit, birthLimit, numberOfSteps, chanceToStartAlive, floor, wall, floorTile, wallTile); cellular.NewMap(); if (decorations.Count > 0) { PlaceDecorations(); } break; case "BSP": var bsp = new BSPGenerator(width, height, maxLeafSize, minLeafSize, hallsWidth, randomHallWidth, floor, wall, floorTile, wallTile); bsp.NewMap(); if (decorations.Count > 0) { PlaceDecorations(); } break; case "Maze": var maze = new MazeGenerator(width, height, chanceOfEmptySpace, floor, wall, floorTile, wallTile); maze.NewMap(); if (decorations.Count > 0) { PlaceDecorations(); } break; } }