private void SpawnHouseInLevel() { levelController = GameObject.Find("LevelController") as GameObject; levelControllerScript = levelController.GetComponent <LevelControllerScript>(); Debug.Log(mapRows); int houseWidth = Random.Range(10, 15); int houseHeight = Random.Range(10, 15); int plotTopLeftCornerX = Random.Range(0, mapCols - (houseWidth + 1)); int plotTopLeftCornerY = Random.Range(0 + houseHeight, mapRows); int orientation = Random.Range(0, 4); int enterWidth = Random.Range(3, 5); int enterHeight = Random.Range(3, 5); for (int i = 0; i < 100; ++i) { levelControllerScript.ReplaceTile(Random.Range(0, mapCols), Random.Range(0, mapRows), woodTile); } for (int i = 0; i < 100; ++i) { levelControllerScript.SpawnItem(Random.Range(0, mapCols), Random.Range(0, mapRows), item); } levelControllerScript.ReplaceTile(5, 5, woodTile); }
// Use this for initialization void Start() { woodTile = Resources.Load("Prefabs/Environment/WoodWall") as GameObject; item = Resources.Load("Prefabs/Items/Item") as GameObject; levelController = GameObject.Find("LevelController") as GameObject; levelControllerScript = levelController.GetComponent <LevelControllerScript>(); mapRows = levelControllerScript.GetMapRows(); mapCols = levelControllerScript.GetMapCols(); levelControllerScript.ReplaceTile(0, 0, woodTile); GenerateLevel(); }
public void ShowDungeon() { for (int y = 0; y < this._ysize; y++) { for (int x = 0; x < this._xsize; x++) { // Console.Write(GetCellTile(x, y)); levelControllerScript.ReplaceTile(x, y, GetCellType(x,y)); } //bandaid //if (this._xsize <= xmax) { levelControllerScript.ReplaceTile(x, y, wallTile); } } }
void print() { for (int y = 0; y < _height; ++y) { for (int x = 0; x < _width; ++x) { //replace the tile with getTile(x, y) switch (getTile(x, y)) { case Tile.Corridor: levelControllerScript.ReplaceTile(x, y, corridor); break; case Tile.Floor: levelControllerScript.ReplaceTile(x, y, floor); break; case Tile.Door: levelControllerScript.ReplaceTile(x, y, door); break; case Tile.Wall: levelControllerScript.ReplaceTile(x, y, wall); break; case Tile.Unused: levelControllerScript.ReplaceTile(x, y, unused); break; default: levelControllerScript.ReplaceTile(x, y, unused); break; } } } }