private IEnumerator AddCell(int i, bool lastCell) { var cell = Instantiate(RandomCellPrefab()); dungeonPath.dungeonCells[i] = cell; cell.gameObject.name = "Cell " + i; DungeonCell.CellType t = lastCell ? DungeonCell.CellType.endCell : DungeonCell.CellType.standard; cell.Populate(testBluePrint.floors[0], t); yield return(cell.Connect(dungeonPath.dungeonCells[i - 1])); }
internal DungeonCellContent GetCellContent(DungeonCell.CellType type) { var c = new DungeonCellContent() { monsterBlueprints = new List <MonsterBlueprint>() }; if (type == DungeonCell.CellType.standard) { c.monsterBlueprints = monsterConfigs[UnityEngine.Random.Range(0, monsterConfigs.Length)].GetMonsters(); } return(c); }