//room types //0: entry room //1: exit room //2: key room //3: enemy room //4: med room public void fillRoom(SubDungeon room, int type) { if (type == 3) { Vector2 loc = room.randRoomPoint(room); GameObject instance = Instantiate(enemy, loc, Quaternion.identity) as GameObject; //TransporterScript tsScript = instance.GetComponent<TransporterScript>(); //tsScript.accessible == instance.transform.SetParent(transform); //boardPositionsFloor[i, j] = instance; } else if (type == 1) { Vector2 loc = room.randRoomPoint(room); GameObject instance = Instantiate(teleporter, loc, Quaternion.identity) as GameObject; TransporterScript tsScript = instance.GetComponent <TransporterScript>(); tsScript.accessible = true; tsScript.newScene = true; instance.transform.SetParent(transform); //boardPositionsFloor[i, j] = instance; } else if (type == 4) { Vector2 loc = room.randRoomPoint(room); Vector2 loc2 = room.randRoomPoint(room); GameObject instance = Instantiate(hpack, loc, Quaternion.identity) as GameObject; GameObject instance2 = Instantiate(hpack, loc, Quaternion.identity) as GameObject; //TransporterScript tsScript = instance.GetComponent<TransporterScript>(); //sScript.newScene = true; instance.transform.SetParent(transform); } }