public AbstractRoomFactory(int posX, int posY, RoomFloorFactory _floor) { Position = new IntVector2(posX, posY); floor = _floor; createRoom(); }
public void CreateFloor(int num) { var maxRoomSize = dungeonData.FloorDataList[num].MaxRoomCell; var minRoomSize = dungeonData.FloorDataList[num].MinRoomCell; var roomCount = dungeonData.FloorDataList[num].RoomCount; var floorFactory = new RoomFloorFactory(maxRoomSize, minRoomSize, roomCount); currentFloor = new RoomFloor(); currentFloor.CreateCells(floorFactory.CreateIntCells()); }
public NullRoomFactory(int PosX, int PosY, RoomFloorFactory _floor) : base(PosX, PosY, _floor) { }
public PathOnlyRoomFactory(int PosX, int PosY, RoomFloorFactory _floor) : base(PosX, PosY, _floor) { }
public PathFactory(int posX, int posY, RoomFloorFactory _floor) { floor = _floor; position = new IntVector2(posX, posY); }