void GenereateNewDungeon() { D_GeneratedOnce = true; D_NumberofPresses++; //Make Game Object GameObject g = new GameObject(D_Name.ToString()); g.transform.position = D_Pos; g.AddComponent <DungeonMapGeneration>(); DungeonMapGeneration DGen = g.GetComponent <DungeonMapGeneration>(); DGen.Height = D_height; DGen.Width = D_width; DGen.Seed = D_seed; DGen.UsingRandom = D_isRandomSeed; DGen.Rooms = D_Rooms; DGen.TargetDifficultyMax = D_TargetDifficultyMax; DGen.TargetDifficultyMin = D_TargetDifficultyMin; //DGen.mask = D_mask; //DGen.ignoremask = D_ignoremask; DGen.GenerateInRunTime = GenerateInRunTime; DGen.StartNode = D_StartNode; DGen.EndNode = D_EndNode; if (!GenerateInRunTime) { DGen.MapGeneration(); } D_CurrDungeon = g; }
void RegenereateDungeon() { DungeonMapGeneration DGen = D_CurrDungeon.GetComponent <DungeonMapGeneration>(); DGen.ReStartDungeon(); DGen.Height = D_height; DGen.Width = D_width; DGen.Seed = D_seed; DGen.UsingRandom = D_isRandomSeed; DGen.Rooms = D_Rooms; DGen.TargetDifficultyMax = D_TargetDifficultyMax; DGen.TargetDifficultyMin = D_TargetDifficultyMin; //DGen.mask = D_mask; // DGen.ignoremask = D_ignoremask; DGen.GenerateInRunTime = GenerateInRunTime; if (!GenerateInRunTime) { DGen.MapGeneration(); } //GameObject g = new GameObject(C_Name.ToString()); }