public RoomBuilder GetARoom(ARoomType roomType) { if (!roomTypeMap.ContainsKey(roomType)) { return(null); } var selectedRooms = roomTypeMap[roomType]; return(selectedRooms[UnityEngine.Random.Range(0, selectedRooms.Count)]); }
private RoomBuilder RenderRoom(ARoomType roomType, int i, int j) { var room = roomCollection.GetARoom(roomType); var roomSizeX = room.roomSize.Width; var roomSizeY = room.roomSize.Height; Vector2 spawnPosition = new Vector2( transform.position.x + (j * roomSizeX), transform.position.y - (i * roomSizeY)); room = Instantiate(room, spawnPosition, Quaternion.identity); room.transform.parent = transform; return(room); }