public void CreateTileMap() { dungeonTiles = new DungeonTile[raw, column]; Vector3 pos = new Vector3(); // 타일 생성 for (int y = 0; y < raw; y++) { for (int x = 0; x < column; x++) { pos.x = x * tileWidth; pos.y = y * tileHeight; GameObject o = Instantiate(tilePrefab, pos, Quaternion.identity); dungeonTiles[y, x] = o.GetComponent <DungeonTile>(); dungeonTiles[y, x].SetTileIndex(x, y); // 타일 속성 부여 int randNum = Random.Range(1, 4); dungeonTiles[y, x].SetEventState((DungeonTile.EventState)randNum); if (startIndex.IsCompare(x, y)) { // 시작 좌표라면 시작타일로 dungeonTiles[y, x].SetEventState(DungeonTile.EventState.START); continue; } for (int k = 0; k < wallIndices.Length; k++) { if (wallIndices[k].IsCompare(x, y)) { // 벽좌표라면 벽으로 설정 dungeonTiles[y, x].SetEventState(DungeonTile.EventState.WALL); break; } } } } }