public void generateDungeon(float difficulty) { Debug.Log(difficulty); int floors = DifficultyToFloors(difficulty); dungeonFloors.Clear(); activeFloor = 0; float floorDifficulty = (difficulty / floors) * 2; Debug.Log(floorDifficulty); for (int i = 0; i < floors; i++) { TileBase[,] floorWallTiles = digger.MakeDungeonFloor( DungeonPresets.difficultyToDungeonParams(floorDifficulty)); List <Rect> floorRoomRects = digger.rooms.ToList(); List <Rect> floorCorridorRects = digger.corridors.ToList(); List <Room> rooms = RoomBuilder.BuildRooms( floorDifficulty, floorWallTiles, floorRoomRects, floorCorridorRects); DungeonFloor dungeonFloor = new DungeonFloor( floorWallTiles, floorRoomRects, floorCorridorRects, rooms); dungeonFloors.Add(dungeonFloor); } }
// DungeonParams params; public void GenAndRender() { digger = new RoomDigger(); DungeonParams dungeonParams = new DungeonParams(roomSize, corridorLength, maxSize, roomCount, tries, corridorWidth); TileBase[,] hey = digger.MakeDungeonFloor(dungeonParams); RenderTiles(hey); }