예제 #1
0
    /// <summary>
    /// ランダムでマスタイプ設置
    /// </summary>
    /// <param name="currentFloorDungeonSquares">マスタイプ保持配列</param>
    public void GenerateFloor(E_DungeonSquareType[,] currentFloorDungeonSquares)
    {
        currentFloorDungeonSquares = new E_DungeonSquareType[mapWidth, mapHeight];
        int countOfDungeonSquaresKind = this.mayAppearDungeonSquares.Count;

        for (int i = 0; i < this.mapWidth; i++)
        {
            for (int j = 0; j < this.mapHeight; j++)
            {
                currentFloorDungeonSquares[i, j] = this.mayAppearDungeonSquareTypes[UnityEngine.Random.Range(0, countOfDungeonSquaresKind)];
            }
        }

        /*for(int i = 0; i < this.mapWidth; i++)
         * {
         *  for(int j = 0; j < this.mapHeight; j++)
         *  {
         *      if(i == 0 || i == this.mapWidth-1 || j == 0 || j == this.mapHeight - 1)
         *      {
         *          this.mapData.Add(Instantiate(this.wallMass, new Vector3((float)i, (float)j, 0f), Quaternion.identity));
         *      }
         *      else
         *      {
         *          if(UnityEngine.Random.Range(0, 3) == 0)
         *          {
         *              this.mapData.Add(Instantiate(this.wallMass, new Vector3((float)i, (float)j, 0f), Quaternion.identity));
         *          }
         *          else
         *          {
         *              this.mapData.Add(Instantiate(this.roadMass, new Vector3((float)i, (float)j, 0f), Quaternion.identity));
         *          }
         *      }
         *  }
         * }*/
    }
예제 #2
0
    public void DungeonSquareEvent(DungeonManager dm, E_DungeonSquareType dungeonSquareType)
    {
        /*if(dungeonSquareType != E_DungeonSquareType.ランダム)
         * {*/
        this.dungeonSquares.Find(ds => ds.SquareType == dungeonSquareType).SquareEvent(dm);

        /*}
         * else
         * {
         *  this.dungeonSquares[UnityEngine.Random.Range(0, this.dungeonSquares.Count)].SquareEvent(dm);
         * }*/
    }