void genTomb() { Dungeon2 r = new Dungeon2(); boxMap = UnityEngine.Random.Range(60, 64); map = new int[boxMap, boxMap]; r.setMap(map); map = r.genMap(); tileMap = fillTileMap(map); renderMap(tileMap); xStart = r.sx * spaceMod; yStart = r.sy * spaceMod; }
/// <summary> /// Runs before the game starts. /// </summary> private void Awake() { if (controller != null) { Debug.LogWarning("Too many dungeon2 controllers!"); return; } controller = this; Eventhandler.Instance.InteractableActivatedEvent.AddListener(InteractWithLever); playerObject = GameObject.Find("Player"); playerObject.GetComponent <PlayerController>().MovePlayerToSpawn(); UIController.UI.FadeIn(); }
void TestGenLevel() { Dungeon2 level = new Dungeon2(); int[,] map = new int[64, 64]; level.setMap(map); map = level.genMap(); GameObject tile = Resources.Load("Prefabs/Tiles/forestFloor") as GameObject; for (int x = 0; x < map.GetLength(0); x++) { for (int y = 0; y < map.GetLength(1); y++) { if (map[x, y] != 0) { Vector3 mapPos = new Vector3(x, 0, y); GameObject g = Instantiate(tile, mapPos, Quaternion.identity) as GameObject; g.transform.rotation *= Quaternion.Euler(90, 0, 0); g.isStatic = true; } } } }