public void SpawnRoom() { foreach (GameObject go in map.rooms) { Destroy(go); } map.rooms.Clear(); GameManager.SharedInstance.GenerateSeed(); map.GenerateMap(); }
public override void OnInspectorGUI() { base.DrawDefaultInspector(); CreateMap CM = target as CreateMap; if (GUILayout.Button("CreateMap")) { CM.GenerateMap(); } if (GUILayout.Button("DestroyMap")) { CM.DestroyMap(); } }
public void Start() { startingPositions = map.GenerateMap(); wallPositions = map.GenerateWalls(); firstRow = map.dimensionsX; minX = map.minX; minY = map.minY; maxX = map.maxX; int randStartingPos = UnityEngine.Random.Range(0, firstRow); transform.position = startingPositions[randStartingPos].transform.position; Instantiate(rooms[0], transform.position, Quaternion.identity); direction = UnityEngine.Random.Range(1, 6); startTimeBtwRoom = 0.25f; stopGen = false; }
private void Start() { mapCreator.GenerateMap(); SpawnPlayer(); }