public void GenerateMazeWithNewPuzzles() { int currentLevelIndex = Math.Min(currentLevel, levels.Count - 1); var currentLevelData = levels[currentLevelIndex]; var availablePuzzles = new List <PuzzleData>(currentLevelData.Puzzles); var puzzlesToAdd = GetRandomPuzzles(puzzlesPerLevel, availablePuzzles, SolvedPuzzles); var rooms = AddPuzzlesToMaze(puzzlesToAdd); var quadrants = new List <Vector2Int>(currentLevelData.Quadrants); mazeController.GenerateMaze(currentLevelData.MazeWidth, currentLevelData.MazeHeight, rooms, quadrants); }
private void Update() { if (Input.GetKeyDown(key)) { mazeController.GenerateMaze(); } }
private void Awake() { if (instance == null) { instance = this; } mazeControllerGameObject.transform.localScale = new Vector3( mazeWidth / 10f, 1, mazeHeight / 10f ); mazeController = mazeControllerGameObject.GetComponent <MazeController>(); mazeController.GenerateMaze(mazeWidth, mazeHeight); }