private void Generate() { foreach (var x in walls) { Destroy(x.gameObject); } walls.Clear(); noizeLabyrintGenerator.Generate(noizeField); field = noizeLabyrintGenerator.field; CalculateStartPoints(); startGrounCell = InstacneCell(colorCell2, startCell); endGroundCell = InstacneCell(colorCell3, endCell); InstacneCharacter(startCell); enemyInstance1 = InstanceEnemy(enemy1StartCell, enemyPath1); enemyInstance2 = InstanceEnemy(enemy2StartCell, enemyPath2); acusitcDetector.Initialize(this); InstanceBlocksFromField(field.matrix); isGenerated = true; }
private CellSqare InstacneCell(CellSqare prefab, Cell pos) { var obj = Instantiate(prefab, new Vector3(pos.j * prefab.size, 0, pos.i * prefab.size), transform.rotation); return(obj); }