private void CreatePassageInSameRoom(MazeCell cell, MazeCell other, MazeDirecction direction) { MazePassage passage = Instantiate(PassagePrefab); passage.Inicialize(cell, other, direction); passage = Instantiate(PassagePrefab); passage.Inicialize(other, cell, direction.GetOpposite()); if (cell.Room != other.Room) { MazeRoom roomToAssimilate = other.Room; cell.Room.Assimilate(roomToAssimilate); rooms.Remove(roomToAssimilate); Destroy(roomToAssimilate); } }
private void CreatePassage(MazeCell cell, MazeCell otherCell, MazeDirecction direcction) { MazePassage prefab = Random.value < DoorProbability ? DoorPrefab : PassagePrefab; MazePassage passage = Instantiate(prefab); passage.Inicialize(cell, otherCell, direcction); passage = Instantiate(prefab); if (passage is MazeDoor) { otherCell.Initialized(CreateRoom(cell.Room.SettingsIndex)); } else { otherCell.Initialized(cell.Room); } passage.Inicialize(otherCell, cell, direcction.GetOpposite()); }