public LevelMetadata GenerateLevel(int seed) { Random.InitState(seed); LevelGraph levelGraph = new LevelGraph(); levelGraph.GenerateGraph(preset.RoomCount, preset.CritPathLength, preset.MaxDoors, preset.Distribution); ProceduralLevel level = new ProceduralLevel(levelGraph, preset, true); return(level.LevelMetadata); }
private void Generate() { ClearLevel(); if (randomizeSeed) { preset.Seed = Random.Range(0, 10000); } Random.InitState(preset.Seed); levelGraph = new LevelGraph(); levelGraph.GenerateGraph(preset.RoomCount, preset.CritPathLength, preset.MaxDoors, preset.Distribution); ProceduralLevel level = new ProceduralLevel(levelGraph, preset, debugInfo.SetStatic); SetDebugData(level.DebugData); //generatedObjects = level.GeneratedRooms; }