public void RebuildRoom(RoomBlueprints roomBlueprints) { UDoorClosed.SetActive(!roomBlueprints.U); DDoorClosed.SetActive(!roomBlueprints.D); LDoorClosed.SetActive(!roomBlueprints.L); RDoorClosed.SetActive(!roomBlueprints.R); }
RoomBlueprints DesignRoom(int roomNumber) { RoomBlueprints room = new RoomBlueprints() { roomNumber = roomNumber }; int roomAttempt; int randomDirection; Vector2Int nextLocation; do { roomAttempt = Random.Range(0, roomList.Count); randomDirection = Random.Range(0, directions.Length); nextLocation = roomList[roomAttempt].pos + directions[randomDirection]; } while (occupiedPositions.Contains(nextLocation)); occupiedPositions.Add(nextLocation); room.pos = nextLocation; room.parent = roomList[roomAttempt]; Debug.Log("Building room " + roomNumber + " off of room " + roomList[roomAttempt].roomNumber); return(room); }
// Use this for initialization private void Awake() { m_DungeonBase = GetComponentInParent <DungeonBaseController>(); roomBlueprints = RoomBlueprints.GetRoomBlueprints(); }