private void GenMaze() { if (maze.IsGenerated()) { UnDrawMaze(); maze.DeleteMaze(); } maze.SetRoomCreating(CreateRooms); maze.SetRoomParams(RoomCount, RoomWidth, RoomHeight); maze.SetMazeDepth(1); maze.SetUseSeed(UseSeed); maze.SetSeedForRandom(MazeSeed); maze.SetStartPosition(startPos); maze.GenerateNewMaze(MazeWidth, MazeHeight); DrawMaze(); }
void Start() { roomCells = new List <Vector3[]>(); wallPosArray = new List <Vector3>(); endWallPos = new List <Vector3>(); startWallPos = new List <Vector3>(); mazeWalls = new List <GameObject>(); maze = new MazeSkeleton(new Vector3(0, 0, 0), MazeWidth, MazeHeight, TunnelWidth, WallWidth, 1, UseSeed, MazeSeed, IsCreateMazeOnStart, CreateRooms, RoomCount, RoomHeight, RoomHeight); maze.SetRoomCreating(CreateRooms); maze.SetRoomParams(RoomCount, RoomWidth, RoomHeight); maze.SetMazeDepth(1); if (IsCreateMazeOnStart) { DrawMaze(); } else { maze.GenerateNewMaze(MazeWidth, MazeHeight); DrawMaze(); } }