public void GenerateCell(Vector2 pos, Vector2 keyPos) { GameObject newGameObj = Instantiate(cellPrefab, pos, cellPrefab.transform.rotation); TileEntity newCell = newGameObj.GetComponent <TileEntity>(); newCell.CreateTile(Wall, Wall, Wall, Wall); newCell.Position = new Vector2Int((int)keyPos.x, (int)keyPos.y); if (mazeParent != null) { newCell.transform.parent = mazeParent.transform; } newCell.name = "Cell - X:" + keyPos.x + " Y:" + keyPos.y; if (disableCellSprite) { newCell.GetComponent <SpriteRenderer>().enabled = false; } allCells[keyPos] = newCell; unvisited.Add(newCell); }
public void ChangeWall(TileEntity tileEntity, TileWalls walls) { tileEntity.CreateTile(GetWall(walls.Left), GetWall(walls.Right), GetWall(walls.Up), GetWall(walls.Down)); }