public void GenerateWorld() { m_roomManager = new generationManager.RoomManager(m_worldGeneratorToRoomManager); m_masterLogicGrid = m_roomManager.GenerateRoomGrid(); m_roomInMap = m_roomManager.GetRoomInMap(); m_worldGeneratorToCorridorsManager = new dataStruct.WorldGeneratorToCorridorsManager(m_masterLogicGrid, m_floor, m_tileFloor, m_wallThickness); m_corridorsManager = new generationManager.CorridorsManager(m_worldGeneratorToCorridorsManager); m_masterLogicGrid = m_corridorsManager.GenerateCorridorsGrid(); m_worldGeneratorToDoorManager = new dataStruct.WorldGeneratorToDoorManager(m_masterLogicGrid, m_floor, m_door, m_tileFloor, m_tiledoor, m_roomInMap); m_doorManager = new generationManager.DoorManager(m_worldGeneratorToDoorManager); m_masterLogicGrid = m_doorManager.GenerateDoorGrid(); m_worldGeneratorToDeadEndManager = new dataStruct.WorldGeneratorToDeadEndManager(m_masterLogicGrid, m_floor, m_door, m_corridorsManager.GetEnds()); m_DeadEndManager = new generationManager.DeadEndManager(m_worldGeneratorToDeadEndManager); m_masterLogicGrid = m_DeadEndManager.GenerateDeadEndGrid(); m_wolrdGeneratorToWallManager = new dataStruct.WolrdGeneratorToWallManager(m_masterLogicGrid, m_wall, m_tileWall); m_wallManager = new generationManager.WallManager(m_wolrdGeneratorToWallManager); m_masterLogicGrid = m_wallManager.GenerateWallGrid(); m_floor.RefreshAllTiles(); m_door.RefreshAllTiles(); m_wall.RefreshAllTiles(); SetPlayerSpawnPosList(); OnWorldGenerated?.Invoke(); }
public void GenerateWithOneRoom() // For test only { m_roomManager = new generationManager.RoomManager(m_worldGeneratorToRoomManager); m_masterLogicGrid = m_roomManager.AddOneRoom(); }