//Go To Right Room public void CheckRightRoom() { player.transform.position = new Vector3(this.transform.position.x + (screenSnapSize * (inNumberRoom + 1) - 6), player.transform.position.y, player.transform.position.z); if (rooms.Count == inNumberRoom + 1) { //Is In Room if (inRoom == true) { chosenNumber = Random.Range(randomMinHallway, randomMaxHallway); extraNumber = chosenNumber; roomNumber.Add(extraNumber); for (int i = 0; i < chosenNumber; i++) { hallwayTiles = Random.Range(1, 3); GameObject hallway = Instantiate(Resources.Load <GameObject>("Prefab/Hallway Tile" + hallwayTiles), new Vector3(this.transform.position.x + (screenSnapSize * (MaxRooms + 1)), this.transform.position.y, this.transform.position.z), Quaternion.identity); rooms.Add(hallway); MaxRooms += 1; inNumberRoom += 1; generateObject.Generate(); } GameObject leftWall = Instantiate(Resources.Load <GameObject>("Prefab/Left Wall"), new Vector3(this.transform.position.x + (screenSnapSize * (MaxRooms - chosenNumber + 1) - 8), this.transform.position.y, -0.3f), Quaternion.identity); GameObject rightWall = Instantiate(Resources.Load <GameObject>("Prefab/Right Wall"), new Vector3(this.transform.position.x + (screenSnapSize * (MaxRooms) + 8), this.transform.position.y, -0.3f), Quaternion.identity); inFullNumberRoom += 1; inHallway = true; inRoom = false; } else //Is in Hallway if (inHallway == true) { GameObject room = Instantiate(Resources.Load <GameObject>("Prefab/Room Tile"), new Vector3(this.transform.position.x + (screenSnapSize * (MaxRooms + 1)), this.transform.position.y, this.transform.position.z), Quaternion.identity); rooms.Add(room); roomNumber.Add(1); MaxRooms += 1; inNumberRoom += 1; generateObject.Generate(); inFullNumberRoom += 1; inRoom = true; inHallway = false; } } else { if (inRoom == true) { backHallwayNumber = roomNumber[inFullNumberRoom + 1]; inNumberRoom += backHallwayNumber; inFullNumberRoom += 1; inRoom = false; inHallway = true; } else if (inHallway == true) { inNumberRoom += 1; inFullNumberRoom += 1; inRoom = true; inHallway = false; } } checkRoomBorder.CheckGoingRight(); }