public Floor(Sirpgeon dungeonData, int floorNumber, int seed) { //this.dungeonData = dungeonData; //tileMap = BattleGrid.instance.tileMap; this.seed = seed; FloorNumber = floorNumber; }
//Generates a floor. Can be modified to see certain floors to have different types public Floor GenerateRandomFloor(int floorNumber, int x = 40, int y = 40, int seed = 0) { //Allows us to create the exact same floor if we know the seed if (seed == 0) { seed = UnityEngine.Random.Range(-100000, 100000); } var dungeonData = new Sirpgeon(x, y, seed, DungeonGenerator.gen.hints.GenBorder.ODD, DungeonGenerator.gen.hints.GenDensity.NORMAL, DungeonGenerator.gen.hints.GenRoomShape.BOX_AMALGAM, DungeonGenerator.gen.hints.GenRoomSize.HUGE, DungeonGenerator.gen.hints.GenMazeType.WILSON, DungeonGenerator.gen.hints.GenPathing.ROOM_TO_ROOM, DungeonGenerator.gen.hints.GenEgress.RANDOM_PLACEMENT, 0, 1); return(new Floor(dungeonData, floorNumber, seed)); }