/// <summary> /// Initialize the array base on the size of the dungeon. /// </summary> void InitializeMap() { Map = new DungeonComponents[m_iSizeX][]; for (int i = 0; i < m_iSizeX; i++) { Map[i] = new DungeonComponents[m_iSizeZ]; } }
/// <summary> /// This method initialize the array that represent the room. /// </summary> private void CreateRoom() { m_ThisRoom = new DungeonComponents[m_iSizeX][]; for (int i = 0; i < m_iSizeX; i++) { m_ThisRoom[i] = new DungeonComponents[m_iSizeZ]; for (int j = 0; j < m_iSizeZ; j++) { if (i == 0 || i == m_iSizeX - 1) { m_ThisRoom[i][j] = DungeonComponents.Wall; } else if (j == 0 || j == m_iSizeZ - 1) { m_ThisRoom[i][j] = DungeonComponents.Wall; } else { m_ThisRoom[i][j] = DungeonComponents.Floor; } } } }