///////////////////////////////// Maze Doors Genearator////////////////////////////////////

        public override void SetDoors()
        {
            GetToTarget = new MazeCellNode[5];
            if ((roomInstance.roomDoors & MydirectionData.DirectionEnum.Down) != MydirectionData.DirectionEnum.Notready)
            {
                GetToTarget[(int)MydirectionData.DirToSquareVert(MydirectionData.DirectionEnum.Down)] = cells[0, 0].node;
            }
            if ((roomInstance.roomDoors & MydirectionData.DirectionEnum.Left) != MydirectionData.DirectionEnum.Notready)
            {
                GetToTarget[(int)MydirectionData.DirToSquareVert(MydirectionData.DirectionEnum.Left)] = cells[0, cMax - 1].node;
            }
            if ((roomInstance.roomDoors & MydirectionData.DirectionEnum.Right) != MydirectionData.DirectionEnum.Notready)
            {
                GetToTarget[(int)MydirectionData.DirToSquareVert(MydirectionData.DirectionEnum.Right)] = cells[rMax - 1, 0].node;
            }
            if ((roomInstance.roomDoors & MydirectionData.DirectionEnum.Up) != MydirectionData.DirectionEnum.Notready)
            {
                GetToTarget[(int)MydirectionData.DirToSquareVert(MydirectionData.DirectionEnum.Up)] = cells[rMax - 1, cMax - 1].node;
            }

            GetToTarget[(int)MydirectionData.SquareVertEnum.Middle] = cells[(int)rMax / 2, (int)cMax / 2].node;
        }
Exemple #2
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 public void InitMazeCell(IntVector2 coord, Vector3 _worldPos)
 {
     node = new MazeCellNode(coord, _worldPos);
 }