public RoomInterface getRandomGroundRoom() { keys = FunctionUnity <int[]> .orderList(keys); foreach (int[] xyz in keys) { if (xyz[2] == RoomConstant.ROOM_Z_GROUND) { return(getAllRoom(RoomConstant.ROOM_Z_GROUND)[xyz]); } } return(null); }
public Dictionary <int[], int[]> genHiddenMap(int z, int roomNumb) { List <int[]> xy = new List <int[]>(); int[] initxy = new int[] { 0, 0, z }; xy.Add(initxy); int initR = 0; while (initR < roomNumb) { //xy = orderList(xy); xy = FunctionUnity <int[]> .orderList(xy); int[] gRoom = xy[0]; if (checkRoom(hashMap, gRoom) != null) { continue; } else { hashMap.Add(gRoom, new int[] { 0, 0, 0, 0 }); initR++; } int[] upR = new int[] { gRoom[0], gRoom[1], z }; upR[1] = upR[1] + 1; int[] dwR = new int[] { gRoom[0], gRoom[1], z }; dwR[1] = dwR[1] - 1; int[] leR = new int[] { gRoom[0], gRoom[1], z }; leR[0] = leR[0] + 1; int[] riR = new int[] { gRoom[0], gRoom[1], z }; riR[0] = riR[0] - 1; xy.Remove(gRoom); xy.Add(upR); xy.Add(dwR); xy.Add(leR); xy.Add(riR); } return(hashMap); }
public RoomInterface getRandomRoom() { keys = FunctionUnity <int[]> .orderList(keys); return(this.allRoomList[keys[0]]); }