//make the first corridor from each room's exit red and also handle the different room size private void markExits(Connector item, string newTag, DungeonPiece newDungeonPiece) { string exitParentTag = item.transform.parent.GetComponent <DungeonPiece>().CusTag[0]; //if current dungeon piece is a corridor and next one is a room, mark the current dungeon piece red if (exitParentTag == "Corridor" || exitParentTag == "Corridor_Small") { if (newTag == "Room" || newTag == "Room_Small" || newTag == "Room_Hexagon" || newTag == "Room_Medium") { item.transform.parent.GetComponent <SpriteRenderer>().color = Color.red; newDungeonPiece.randomSize(); } }//if current dungeon piece is a room and next one is a corridor, mark the corridor red else if (exitParentTag == "Room" || exitParentTag == "Room_Small" || exitParentTag == "Room_Hexagon" || exitParentTag == "Room_Medium") { if (newTag == "Corridor" || newTag == "Corridor_Small") { newDungeonPiece.transform.gameObject.GetComponent <SpriteRenderer>().color = Color.red; } } }
private void Start() { startPiece = (DungeonPiece)Instantiate(StartPiece, transform.position, transform.rotation); pendingExits = new List <Connector>(startPiece.getExits()); }