public static GeneratedLevel TransformLayout(MapLayout <RoomBase> layout, LevelDescription levelDescription, GameObject rootGameObject) { // var layoutCenter = GetLayoutCenter(layout); var prefabToRoomTemplateMapping = levelDescription.GetPrefabToRoomTemplateMapping(); var corridorToConnectionMapping = levelDescription.GetCorridorToConnectionMapping(); // Prepare an object to hold instantiated room templates var roomTemplateInstancesRoot = new GameObject(GeneratorConstants.RoomsRootName); roomTemplateInstancesRoot.transform.parent = rootGameObject.transform; // Initialize rooms var layoutData = new Dictionary <RoomBase, RoomInstance>(); var layoutRooms = layout.Rooms.ToDictionary(x => x.Node, x => x); foreach (var layoutRoom in layoutRooms.Values) { var roomTemplatePrefab = prefabToRoomTemplateMapping.GetByValue(layoutRoom.RoomTemplate); // Instantiate room template var roomTemplateInstance = Object.Instantiate(roomTemplatePrefab); roomTemplateInstance.transform.SetParent(roomTemplateInstancesRoot.transform); roomTemplateInstance.name = $"{layoutRoom.Node.GetDisplayName()} - {roomTemplatePrefab.name}"; // Compute correct room position var position = layoutRoom.Position.ToUnityIntVector3(); roomTemplateInstance.transform.position = position; // Compute outline polygon var polygon = new Polygon2D(layoutRoom.Shape + layoutRoom.Position); var connection = layoutRoom.IsCorridor ? corridorToConnectionMapping[layoutRoom.Node] : null; var roomInstance = new RoomInstance(layoutRoom.Node, layoutRoom.IsCorridor, connection, roomTemplatePrefab, roomTemplateInstance, position, polygon); // Add room info to the GameObject var roomInfo = roomTemplateInstance.GetComponent <RoomInfo>(); if (roomInfo != null) { PostProcessUtils.Destroy(roomInfo); } roomInfo = roomTemplateInstance.AddComponent <RoomInfo>(); roomInfo.RoomInstance = roomInstance; layoutData.Add(layoutRoom.Node, roomInstance); } foreach (var roomInstance in layoutData.Values) { roomInstance.SetDoors(TransformDoorInfo(layoutRooms[roomInstance.Room].Doors, layoutData)); } // Add level info var levelInfo = rootGameObject.GetComponent <LevelInfo>(); if (levelInfo != null) { PostProcessUtils.Destroy(levelInfo); } levelInfo = rootGameObject.AddComponent <LevelInfo>(); levelInfo.RoomInstances = layoutData.Values.ToList(); return(new GeneratedLevel(layoutData, layout, rootGameObject)); }