private void placeWalls(Tile tile, FullRoom f) { List<GameObject> wallsToAdd = new List<GameObject>(); List<Vector3> posToAdd = new List<Vector3>(); List<Quaternion> rotToAdd = new List<Quaternion>(); for (int i = 0; i < 4; ++i) { if (tile.getDoor (i)) { Object temp = new Object(); temp = walls[0]; switch(i) { case 1: { if (!doorPlaced (tile, i)) { GameObject wall = new GameObject(); wall = temp as GameObject; posToAdd.Add (new Vector3(roomPos.x + 20.005f, 5, roomPos.z + 12.5f)); wallsToAdd.Add (wall); rotToAdd.Add (new Quaternion()); //Instantiate(temp, new Vector3(roomPos.x + 20.005f, 5, roomPos.z + 12.5f), new Quaternion()); tile.setPlacedDoor(i); } break; } case 3: { if (!doorPlaced (tile, i)) { GameObject wall = new GameObject(); wall = temp as GameObject; posToAdd.Add(new Vector3(roomPos.x - 20.005f, 5, roomPos.z - 12.5f)); wallsToAdd.Add (wall); rotToAdd.Add(new Quaternion()); //Instantiate(temp, new Vector3(roomPos.x - 20.005f, 5, roomPos.z - 12.5f), new Quaternion()); tile.setPlacedDoor(i); } break; } case 0: { if (!doorPlaced (tile, i)) { GameObject g = new GameObject(); g = temp as GameObject; g.transform.Rotate(90, 0, 0); posToAdd.Add(new Vector3(roomPos.x - 12.5f, 5, roomPos.z - 20.005f)); wallsToAdd.Add (g); rotToAdd.Add(g.transform.rotation); //Instantiate(g, new Vector3(roomPos.x - 12.5f, 5, roomPos.z - 20.005f), g.transform.rotation); g.transform.Rotate(-90, 0, 0); tile.setPlacedDoor(i); } break; } case 2: { if (!doorPlaced (tile, i)) { GameObject g = new GameObject(); g = temp as GameObject; g.transform.Rotate(90, 0, 0); posToAdd.Add( new Vector3(roomPos.x + 12.5f, 5, roomPos.z + 20.005f)); wallsToAdd.Add (g); rotToAdd.Add(g.transform.rotation); //Instantiate(g, new Vector3(roomPos.x + 12.5f, 5, roomPos.z + 20.005f), g.transform.rotation); g.transform.Rotate(-90, 0, 0); tile.setPlacedDoor(i); } break; } } } else { Object temp = new Object(); temp = walls[1]; switch(i) { case 1: { GameObject wall = temp as GameObject; posToAdd.Add(new Vector3(roomPos.x + 20.005f, 5, roomPos.z)); wallsToAdd.Add (wall); rotToAdd.Add(new Quaternion()); //Instantiate(temp, new Vector3(roomPos.x + 20.005f, 5, roomPos.z), new Quaternion()); break; } case 3: { GameObject wall = temp as GameObject; posToAdd.Add(new Vector3(roomPos.x - 20.005f, 5, roomPos.z)); wallsToAdd.Add (wall); rotToAdd.Add(new Quaternion()); //Instantiate(temp, new Vector3(roomPos.x - 20.005f, 5, roomPos.z), new Quaternion()); break; } case 0: { GameObject g = temp as GameObject; g.transform.Rotate(90, 0, 0); posToAdd.Add(new Vector3(roomPos.x, 5, roomPos.z - 20.005f)); wallsToAdd.Add (g); rotToAdd.Add(g.transform.rotation); //Instantiate(g, new Vector3(roomPos.x, 5, roomPos.z - 20.005f), g.transform.rotation); g.transform.Rotate(-90, 0, 0); break; } case 2: { GameObject g = temp as GameObject; g.transform.Rotate(90, 0, 0); posToAdd.Add(new Vector3(roomPos.x, 5, roomPos.z + 20.005f)); wallsToAdd.Add (g); rotToAdd.Add(g.transform.rotation); //Instantiate(g, new Vector3(roomPos.x, 5, roomPos.z + 20.005f), g.transform.rotation); g.transform.Rotate(-90, 0, 0); break; } } } } f.setWalls (wallsToAdd, posToAdd, rotToAdd); }