void generateLevel() { List <int> minValues = new List <int> (); List <int> maxValues = new List <int> (); List <int> minLValues = new List <int> (); List <int> maxLValues = new List <int> (); //Debug.Log ("GENERATE"); for (int i = 0; i < 6; i++) { minValues.Add(1); maxValues.Add(1); minLValues.Add(1); maxLValues.Add(1); } for (int i = 0; i < depthLevelValue; i++) { minValues[i] = genBranchesCountStringsMin[i][0] - '0'; maxValues[i] = genBranchesCountStringsMax[i][0] - '0'; minLValues[i] = genBranchesLengthStringsMin[i][0] - '0'; maxLValues[i] = genBranchesLengthStringsMax[i][0] - '0'; } SymetryMode mode = SymetryMode.symetry_0; switch (selectionGrid) { case 0: mode = SymetryMode.symetry_2; break; case 1: mode = SymetryMode.symetry_2fliped; break; case 2: mode = SymetryMode.symetry_4; break; case 3: mode = SymetryMode.symetry_0; break; } //Debug.Log ("SYM MODE" + selectionGrid); STPatternManager.SetGenParameters(depthLevelValue, minValues, maxValues, minLValues, maxLValues, mode); STLevel.GenerateRandomLevel(); STLevel.GetRootNode().SetAnimation(); if (STScene.getMode() == SCENE_MODE.TEST_ANIM) { genCount++; if (genCount == 2) { isOnGUI = false; } } STLevel.GetRootNode().UpdateLinkPosition(STLevel.GetRootNode().transform.position); }