void DebugGen() { for (int x = 0; x < 3; x++) { for (int y = 0; y < 3; y++) { roomManager room = Instantiate(basicRoom, new Vector3(roomOffset.x * x, roomOffset.y * y), Quaternion.identity); room.transform.parent = transform; door door = Instantiate(door_N, room.door_N_Spawn.transform); door.transform.parent = room.transform; room.doors.Add(door); door = Instantiate(door_W, room.door_W_Spawn.transform); door.transform.parent = room.transform; room.doors.Add(door); door = Instantiate(door_S, room.door_S_Spawn.transform); door.transform.parent = room.transform; room.doors.Add(door); door = Instantiate(door_E, room.door_E_Spawn.transform); door.transform.parent = room.transform; room.doors.Add(door); roomLayout layout = Instantiate(layouts[Random.Range(0, layouts.Count)], room.transform); room.enemies = layout.enemies; } } }
void PopulateRooms(RoomNode startNode) { RoomNode bossRoom = startNode; foreach (var room in roomTree) { if (room.numChildren == 0) { if (room.distanceFromStart > bossRoom.distanceFromStart) { bossRoom = room; } } } roomLayout bossroomLayout = Instantiate(bossLayout, bossRoom.position, Quaternion.identity); bossRoom.roomManager.enemies = bossroomLayout.enemies; foreach (var room in roomTree) { if (room != startNode && room != bossRoom) { roomLayout layout = Instantiate(layouts[Random.Range(0, layouts.Count)], room.roomManager.transform); room.roomManager.enemies = layout.enemies; room.roomManager.turrets = layout.turrets; } } }