void Awake() { if (instance == null) instance = this; else if (instance != this) Destroy (gameObject); DontDestroyOnLoad (gameObject); mapGen = GetComponent<MapGenerator2> (); InitGame (); }
void Awake() { if (instance == null) { instance = this; } else if (instance != this) { Destroy(gameObject); } DontDestroyOnLoad(gameObject); mapGen = GetComponent <MapGenerator2> (); InitGame(); }
private void startFromNewDungeon() { /* ロード終了後マップグラフを全階層分か一定値分生成する マップタイルは一度設置したらタイルタイプを切り替えて道や壁として使用する */ DungeonParameter param = GameController.DgParameterTable.CurrentDungeonParameter; MapGenerator = new MapGenerator2(param,this,GameController.Rnd); CurrentDungeonInformation = GameController.DungeonInformation; CurrentDungeonInformation.init(param); //生成開始 /* フロアの生成を一括でやる */ //MGC.init(param,param.MaxFloorCount); //MapGenerator.init(param, param.MaxFloorCount); MapGenerator.generateNewFloors(MapGenerator.DgParam.MaxFloorCount); setTileEntityList(); //print(Time.time); //print(Time.time); // GameController.AllItemAppraised(GameController.MainPlayer.Parameter.Inventory); StartCoroutine(fisrstStartUp()); }
public static void Generate(int level, MapGenerator2 mapgen) { mapgen.SetupScene(level); }
public static void Generate(int level, MapGenerator2 mapgen) { mapgen.SetupScene (level); }
// Use this for initialization void Start() { mg = new MapGenerator2(DungeonParameter.getDebugParameter2(), this, new RndGenerator((int)DateTime.Now.Ticks)); createFloors(); }