public void CallGenerate(int seed) { UnityEngine.Random.InitState(seed); grid = new Assets.BlockGrid(levelWidth, levelHeight, new Vector2((destroyableWallBlock.transform.localScale.x * levelWidth), (destroyableWallBlock.transform.localScale.z * levelHeight))); splits = SplitLevels(); if (buildBlocks) { BuildBlocks(splits); MakePlayerSpawns(splits); SpawnLoot(splits); } }
//RCP public override void GenerateWorld(RpcArgs args) { MainThreadManager.Run(() => { UnityEngine.Random.InitState(args.GetNext <int>()); grid = new Assets.BlockGrid(levelWidth, levelHeight, new Vector2((destroyableWallBlock.transform.localScale.x * levelWidth), (destroyableWallBlock.transform.localScale.z * levelHeight))); splits = SplitLevels(); if (buildBlocks) { BuildBlocks(splits); SpawnLoot(splits); } }); }