public void CreateRoom(Guid roomId, Enums.RoomTypes roomType, Enums.RoomSizes roomSize, Enums.RoomOverUnder roomOverUnder, GridIndex leftMostIndex) { RoomDefData RoomDefData = RoomFactory.Ref.GetRoomDefData(roomType, roomSize, roomOverUnder); RoomInstanceData RoomData = new RoomInstanceData(); RoomData.RoomId = roomId; RoomData.RoomName = RoomDefData.RoomName; RoomData.RoomSize = RoomDefData.RoomSize; RoomData.RoomCategory = RoomDefData.RoomCategory; RoomData.RoomType = RoomDefData.RoomType; RoomData.RoomOverUnder = RoomDefData.RoomOverUnder; RoomData.ManSlotCount = RoomDefData.ManSlotCount; RoomData.ManSlotsPositions = new Vector3[RoomDefData.ManSlotCount]; // Data will be set by object script on Start() RoomData.ManSlotsRotations = new Quaternion[RoomDefData.ManSlotCount]; // Data will be set by object script on Start() RoomData.ManSlotsAssignments = new Guid[RoomDefData.ManSlotCount]; for (int i = 0; i < RoomData.ManSlotCount; i++) { RoomData.ManSlotsAssignments[i] = Guid.Empty; } RoomData.ManWorkingStates = RoomDefData.ManWorkingStates; RoomData.CoveredIndizes = GridManager.Ref.GetOccupiedindizes(roomSize, leftMostIndex); CreateRoom(RoomData); }
public GameObject CreateRoom(Enums.RoomTypes roomType, Enums.RoomSizes roomSize, Enums.RoomOverUnder roomOverUnder) { RoomDefData DefData = GetRoomDefData(roomType, roomSize, roomOverUnder); GameObject RoomObject = LoadRoom(DefData); RoomObject.SetActive(true); return(RoomObject); }
private GameObject LoadRoom(RoomDefData defData) { return(Instantiate(Resources.Load <GameObject>(defData.RoomModelFile))); }