//Generate the dungeon private void CreateDungeon() { DestroyAllChildren();//Clear existing dungeon if present DugeonGenerator generator = new DugeonGenerator(dungeonWidth, dungeonLength); var listOfRooms = generator.CalculateDungeon(maxIterations, roomWidthMin, roomLengthMin, roomBottomCornerModifier, roomTopCornerMidifier, roomOffset, corridorWidth); GameObject wallParent = new GameObject("WallParent"); wallParent.transform.parent = transform; possibleDoorVerticalPosition = new List <Vector3Int>(); possibleDoorHorizontalPosition = new List <Vector3Int>(); possibleWallHorizontalPosition = new List <Vector3Int>(); possibleWallVerticalPosition = new List <Vector3Int>(); //Create Mesh for created rooms for (int i = 0; i < listOfRooms.Count; i++) { CreateMesh(listOfRooms[i].BottomLeftAreaCorner, listOfRooms[i].TopRightAreaCorner); } CreateWalls(wallParent); }
private void CreateDungeon() { DugeonGenerator generator = new DugeonGenerator(dungeonWidth, dungeonLength); var listOfRooms = generator.CalculateDungeon(maxIterations, roomWidthMin, roomLengthMin, roomBottomCornerModifier, roomTopCornerMidifier, roomOffset, corridorWidth); for (int i = 0; i < listOfRooms.Count; i++) { CreateMesh(listOfRooms[i].BottomLeftAreaCorner, listOfRooms[i].TopRightAreaCorner); } }