private void add_floor_specific_rooms(string basePath, Cronkpit.CronkPit.Dungeon c_dungeon) { RoomDC[] fl_rooms = cManager.Load<RoomDC[]>(basePath + "Floors/" + c_dungeon.ToString().ToLower() + "_floor_" + current_floordepth.ToString()); for (int i = 0; i < fl_rooms.Count(); i++) roomlayout.Add(new Room(fl_rooms[i], spawn_manager)); }
private void add_floor_specific_features(string basePath, Cronkpit.CronkPit.Dungeon c_dungeon) { FeatureDC[] fl_features = cManager.Load<FeatureDC[]>(basePath + "Floors/" + c_dungeon.ToString().ToLower() + "_features_" + current_floordepth.ToString()); for(int i = 0; i < fl_features.Count(); i++) featurelayout.Add(new NaturalFeature(fl_features[i])); }