public void CreateDungeon() { // Supprimer ancien donjon // Reset tout dungeonRooms.Clear(); RoomController.instance.ClearRooms(); Navmesh.ResetList(); List <GameObject> _go = new List <GameObject>(); for (int i = 0; i < transform.childCount; i++) { _go.Add(transform.GetChild(i).gameObject); } foreach (GameObject _g in _go) { Destroy(_g); } dungeonRooms = DungeonCrawlerController.GenerateDungeon(dungeonGenerationData); SpawnRooms(dungeonRooms); }
private void Start() { dungeonRooms = DungeonCrawlerController.GenerateDungeon( dungeonGenerationData ); spawnRooms(dungeonRooms); }
//Generate Dungeon public void GenerateDungeon() { //Reset Values RoomController.instance.Reset(); //Genrate Room Locations Based on the Data Passed Throught he Inspector dungeonRooms = DungeonCrawlerController.GenerateDungeon(dungeonGenerationData); SpawnRooms(dungeonRooms); }
private List <Vector2Int> dungeonRooms; //List of dungeon rooms private void Start() { //Generate the list of room positions dungeonRooms = DungeonCrawlerController.GenerateDungeon(generationData); //Set the boss and shop room for this dungeon RoomController.instance.SetBossRoom(generationData.endRoom); RoomController.instance.SetShopRoom(generationData.shopRoom); RoomController.instance.SetTreasureRoom(generationData.treasureRoom); //Spawn the rooms SpawnRooms(dungeonRooms); }
private void Start() { generator = new DungeonCrawlerController(); temp = 0; for (int i = 0; i < dungeonGenerationData.livelli; i++) { dungeonRooms.Add(generator.GenerateDungeon(dungeonGenerationData, new Vector2Int(temp, 0))); temp += 10; } /* for (int i = 0; i < dungeonRooms.Count; i++) * { * temp = 0; * SpawnRooms(dungeonRooms[i], temp, i+1); * temp += 10; * } * */ StartCoroutine(Wait(dungeonRooms)); }
private void Start() { PlayerController.currentLevel += 1; dungeonRooms = DungeonCrawlerController.GenerateDungeon(dungeonGenerationData); SpawnRooms(dungeonRooms); }
private void Start() { // Contains all the rooms (positions) that the crawlers have visited dungeonRooms = DungeonCrawlerController.GenerateDungeon(dungeonGenerationData); SpawnRooms(dungeonRooms); }