private void Awake() { // If case we want to test it. if (MazeData.XSize == 0 || MazeData.YSize == 0) { MazeData.XSize = 5; MazeData.YSize = 5; } ResetValues(); GameEndPanel.SetActive(false); _mazeHolder = new GameObject { name = "Maze holder" }; _mazeGenerator = new MazeGenerator(); _mazeGenerator.GenerateMaze(MazeData.XSize, MazeData.YSize); GeneratePathfindingGraph(); VisualizeLabyrinth(); _secondZombieIsEnabled = false; _mummyIsEnabled = false; _coinTimer = CoinAddingRangeTime; AddItemIntoMaze(Player); AddItemIntoMaze(Zombie); }
// Use this for initialization void Start() { _pauseMenu.PauseEvent += PauseEvent; mazeBTransform = new GameObject("MazeB").transform; if (!_autoGenerate) { DrawGrid(); _mazeElements.SetMaze(_mazeB); _mazeConstructor.SetMaze(_mazeB); return; } _mazeGenerator = new MazeGenerator(); _mazeA = _mazeGenerator.GenerateMaze(MazeSizeX, MazeSizeY, MazeSizeZ); _mazeB = _mazeGenerator.GenerateMaze(MazeSizeX, MazeSizeY, MazeSizeZ); mazeATransform = new GameObject("MazeA").transform; _drawLab.Draw(_mazeA, mazeATransform); DrawMazeMap(); }
private void DrawGrid() { _mazeB = MazeGenerator.GetEmptyMaze(MazeSizeX, MazeSizeY, MazeSizeZ); _drawLab.DrawGrid(MazeSizeX, MazeSizeY, MazeSizeZ, mazeBTransform); }