public List <GameObject> PopulateMonsters(int number) { MapSquare highestOpen = firstSquare; List <GameObject> monsterList = new List <GameObject> (); List <MapSquare> monsterPlacement = new List <MapSquare> (); foreach (MapSquare square in openSquares) { monsterPlacement.Add(square); } for (int i = 0; i < number; i++) { //find the most open square that doesn't already have a monster int highest = 0; foreach (MapSquare square in monsterPlacement) { if (square.distanceFromWall > highest) { if (square.hasMonster == 0) { highest = square.distanceFromWall; highestOpen = square; } } } for (int x = -2; x <= 2; x++) { for (int y = -2; y <= 2; y++) { mapGrid [highestOpen.x + x, highestOpen.y + y].hasMonster = 1; } } float roll = UnityEngine.Random.Range(0, 1f); if (roll > .5f) { Rockman newRockman = Instantiate(rockman, CoordsToWorldPosition(highestOpen.x, highestOpen.y), Quaternion.identity) as Rockman; monsterList.Add(newRockman.gameObject); } else { Mudman newMudman = Instantiate(mudman, CoordsToWorldPosition(highestOpen.x, highestOpen.y), Quaternion.identity) as Mudman; monsterList.Add(newMudman.gameObject); } } return(monsterList); }
public void SetOwner(Rockman _owner) { owner = _owner; }