private void GenerateEnd(Node n) { ExitManager em = Instantiate(endRoom, (Vector2)(n.position * roomSize), Quaternion.identity).GetComponent <ExitManager>(); em.Init(); em.SetExits(n.exits); roomsExit.Add(em); }
private void GenerateRooms(Node n, int difficulty) { List <Room> ad = possiblesRooms.Where(a => a.difficulty == (Room.RoomTag)difficulty).ToList(); ExitManager em = Instantiate(possiblesRooms[Random.Range(0, possiblesRooms.Count)], (Vector2)(n.position * roomSize), Quaternion.identity).GetComponent <ExitManager>(); em.Init(); em.SetExits(n.exits); roomsExit.Add(em.GetComponent <ExitManager>()); }