private void CreateRooms() { for (int x = 0; x < this.level.GetWidth(); ++x) { for (int y = 0; y < this.level.GetHeight(); ++y) { if (this.level.IsFloor(x, y)) { if ( !level.ContainsInRooms(x, y) ) { Room room = new Room(); this.level.AddRoom(room); this.AddNeighborRoom(room, x, y); Vector3 center = this.MatrixToPosition(room.GetCenter()); GameObject lightPrefab = (GameObject)Resources.Load ("Prefabs/roomLightPrefab", typeof(GameObject)); GameObject light = (GameObject)Instantiate (lightPrefab, center + Vector3.up * 10, Quaternion.identity); light.transform.parent = levelObject.transform; foreach (Vector2 point in room.GetFloors()) { Vector2[] neighbors = {point + Vector2.up, point + -Vector2.up, point + Vector2.right, point + -Vector2.right, point + Vector2.one, point - Vector2.one, point + Vector2.up - Vector2.right, -Vector2.up + Vector2.right }; foreach (Vector2 neighbor in neighbors) { if (this.level.IsWall((int)neighbor.x, (int)neighbor.y)) { room.AddWalls(neighbor); } } } // make start room as protected. if (this.level.IsStartUnit(room) ){ room.SetProtect(true); } } } } } }
private void AddNeighborRoom(Room room, int x, int y) { room.AddFloor(x, y); if (this.level.GetCharMap()[new Vector2((int)x, (int)y)] == '*') { room.SetProtect(true); } int[] xs = {x + 1, x - 1, x, x}; int[] ys = {y, y, y + 1, y - 1}; for (int i = 0; i < 4; ++i) { if (this.level.IsFloor(xs[i], ys[i]) && !this.level.ContainsInRooms(xs[i], ys[i])) { this.AddNeighborRoom(room, xs[i], ys[i]); } } }