public void Setup(Vector2 _gridPos, Vector2 _roomPos, RoomType _type, bool _doorTop, bool _doorRight, bool _doorBot, bool _doorLeft, int _numberOfNeighbours, Sprite _roomIconForMap) { gridPos = _gridPos; roomPos = _roomPos; type = _type; doorTop = _doorTop; doorBot = _doorBot; doorLeft = _doorLeft; doorRight = _doorRight; numberOfNeighbours = _numberOfNeighbours; roomIconForMap = _roomIconForMap; defaultRoomColor = MapSpriteSelector.PickColor(type); activeRoomColor = MapSpriteSelector.PickColor(RoomType.Active); mortalEnemiesInRoom = GetComponentsInChildren <Enemy>(); CMCamera = GetComponentInChildren <CinemachineVirtualCamera>(); if (type == RoomType.BaseRoom) { CMCamera.Priority = 15; isActive = true; } MakeDoors(); }
public void InstantiateMapSprite(Transform parent) { objectWithMapSprite = new GameObject(); objectWithMapSprite.name = "Map Piece"; SpriteRenderer renderer = objectWithMapSprite.AddComponent <SpriteRenderer>(); renderer.sprite = roomIconForMap; renderer.color = MapSpriteSelector.PickColor(type); Vector2 drawPos = gridPos; drawPos.x *= 16;//aspect ratio of map sprite HAS TO BE THE SAME LIKE IN LEVEL GENERATION IN DRAWMAP drawPos.y *= 8; drawPos += new Vector2(-500, 500); objectWithMapSprite.transform.position = drawPos; if (parent != null) { objectWithMapSprite.transform.parent = parent; } // Instantiate(objectWithMapSprite, drawPos, Quaternion.identity); }