// Start is called before the first frame update private void Awake() { if (controller != null) { Debug.LogWarning("Too many dungeon2 controllers!"); return; } controller = this; playerObject = GameObject.Find("Player"); playerObject.GetComponent <PlayerController>().MovePlayerToSpawn(); UIController.UI.FadeIn(); }
/// <summary> /// DungeonGeneratorRecursiveDescent /// <remarks>WARNING: dungeon will be wiped.</remarks> /// </summary> /// <param name="aDungeon"></param> public DungeonGeneratorRecursiveDescent(Dungeon3 aDungeon) : base(aDungeon) { }
/// <summary> /// Creates a new dungeon region. /// </summary> /// <param name="x1">x-coord of the first point used to form the region</param> /// <param name="y1">y-coord of the first point used to form the region</param> /// <param name="x2">x-coord of the second point used to form the region</param> /// <param name="y2">y-coord of the second point used to form the region</param> public DungeonRegion(Dungeon3 d, int x1, int y1, int x2, int y2) : base(x1, y1, x2, y2) { Dungeon = d; }
public DungeonGenerator(Dungeon3 aDungeon) { Dungeon = aDungeon; }
/// <summary> /// Creates a new dungeon region. /// </summary> /// <param name="a">The first point used for form the region</param> /// <param name="b">The second point used to for the region.</param> public DungeonRegion(Dungeon3 d, Location2i a, Location2i b) : base(a, b) { Dungeon = d; }