void Start() { if (completedRooms == null) { List <RoomObject> rooms = roomSelector.selectRooms(); completedRooms = instaniateRooms(rooms); completedRooms = npcGenerator.generateNPCs(completedRooms); } else { completedRooms = instaniateRooms(completedRooms); npcGenerator.regenerateNPCs(completedRooms); } floorGenerator.generateFloor(completedRooms); roofGenerator.generateRoof(completedRooms); wallGenerator.generateWalls(completedRooms); roomSetup.setupEachRoom(completedRooms); blockageGenerator.generate(completedRooms); }
public void generateMesh(int[,] map, float squareSize) { triangleDict.Clear(); checkedVertIndex.Clear(); wallVertPaths.Clear(); sGrid = new SquareGrid(map, squareSize, wallSize); int gridX = sGrid.grid.GetLength(0); int gridY = sGrid.grid.GetLength(1); vertices = new List <Vector3>(); triangles = new List <int>(); for (int x = 0; x < gridX; x++) { for (int y = 0; y < gridY; y++) { buildMeshFromSquare(sGrid.grid[x, y]); } } Mesh mesh = new Mesh(); GetComponent <MeshFilter>().mesh = mesh; mesh.vertices = vertices.ToArray(); mesh.triangles = triangles.ToArray(); mesh.RecalculateNormals(); generateWallMesh(); FloorGenerator fG = GetComponent <FloorGenerator>(); fG.generateFloor(squareSize * map.GetLength(0), squareSize * map.GetLength(1)); }