/// <summary> /// Adds the locked door to dungeon. /// </summary> public static void AddLockedDoorToDungeon(Dungeon dungeon, GameObject doorPrefab, Doorway doorway) { dungeon.LockedDoorList.Add(doorPrefab.GetComponent <LockedDoor>()); }
internal TilePlacementData(PreProcessTileData preProcessData, bool isOnMainPath, DungeonArchetype archetype, TileSet tileSet, Dungeon dungeon) { root = (GameObject)GameObject.Instantiate(preProcessData.Prefab); Bounds = preProcessData.Proxy.GetComponent <Collider>().bounds; IsOnMainPath = isOnMainPath; tile = Root.GetComponent <Tile>(); if (tile == null) { tile = Root.AddComponent <Tile>(); } tile.Placement = this; tile.Archetype = archetype; tile.TileSet = tileSet; tile.Dungeon = dungeon; foreach (var doorway in Root.GetComponentsInChildren <Doorway>(true)) { doorway.Dungeon = dungeon; doorway.Tile = tile; AllDoorways.Add(doorway); } UnusedDoorways.AddRange(AllDoorways); }
void Start() { instance = this; gameManager = GameManager.instance; Init(); }