private void SetPathSprites() { DungeonSet set; if (SceneUtil.IsCurrentLevelIndex) { Debug.Log("loading dungeon set from world index"); set = SceneUtil.GetSet(SceneUtil.LevelIndex); } else { Debug.Log("picking a random dungeon set"); set = SpriteList.GetRandomDungeonSet(); } SoundManager.Instance.Loop(set.Music); Sprite[] tiles = set.PathTiles; foreach (FloorManager floor in floors) { for (int i = 0; i < floor.Rows; i++) { for (int j = 0; j < floor.Columns; j++) { bool isRowEven = (i % 2 == 0); bool isColEven = (j % 2 == 0); Sprite tile = null; if (isRowEven) { if (isColEven) { tile = tiles[TOP_LEFT]; } else { tile = tiles[TOP_RIGHT]; } } else { if (isColEven) { tile = tiles[BOT_LEFT]; } else { tile = tiles[BOT_RIGHT]; } } SetTileSprite(floor, tile, i, j); } } } }