public static void AddDressing(Room room, DesignedBuilding layout)
 {
     if (room is LivingQuarters)
     {
         ActiveCastleLivingQuartersGen.AddDressing((LivingQuarters)room, layout.grid);
     }
     if (room is CommonSpace)
     {
         ActiveCastleCommonSpaceGen.AddDressing((CommonSpace)room, layout.grid);
     }
     if (room is LivingQuarters || room is CommonSpace || room is BossRoom)
     {
         AddRoomLight(room);
     }
     AddTorches(room, layout.grid);
     room.dressingLocations.Clear();
 }
 public static void InstantiateMonsters(int floor, DesignedBuilding layout, SocialStructure socialStructure, LevelGen levelGen)
 {
     //if (!NetworkServer.active) return;
     foreach (var monster in socialStructure.population)
     {
         int roll = Random.Range(0, monster.associatedRooms.Count);
         var room = monster.associatedRooms[roll];
         if (room.floor != floor)
         {
             continue;
         }
         float xRoll = Random.Range(5f * room.x, 5f * (room.x + room.xSize - 1));
         float yRoll = Random.Range(5f * room.y, 5f * (room.y + room.ySize - 1));
         if (monster.quality == 4)
         {
             xRoll = (room.x + (room.xSize / 2)) * 4;
             yRoll = (room.y + (room.ySize / 2)) * 4;
         }
         InstantiateMonster(monster, xRoll, yRoll, levelGen);
     }
 }
 public DesignedBuildingLayout(DesignedBuilding building)
 {
     this.building = building;
 }
Exemple #4
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 public static void InstantiateLayout(DesignedBuilding layout, int floor, int seed)
 {
     Random.InitState(seed);
     ActiveCastleGen.InstantiateLayout(layout, floor);
 }
Exemple #5
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 public static void AddDressing(Room room, DesignedBuilding layout)
 {
     ActiveCastleGen.AddDressing(room, layout);
 }
Exemple #6
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 public static void InstantiateMonsters(int floor, DesignedBuilding layout, SocialStructure socialStructure, LevelGen levelGen)
 {
     ActiveCastleGen.InstantiateMonsters(floor, layout, socialStructure, levelGen);
 }