/// <summary> /// Switches the tile set between types before generating a new map. /// </summary> public void SwitchTileSet() { int prevTileSetIndex = (int)currentTileSet; wallObjects[prevTileSetIndex].SetActive(false); SwitchTileSetType(); RoomPool roomPool = GetComponent <RoomPool>(); int currentTileSetIndex = (int)currentTileSet; roomPool.holeTiles = holeTiles[currentTileSetIndex]; roomPool.floorTiles = floorTiles[currentTileSetIndex]; wallObjects[currentTileSetIndex].SetActive(true); SwitchedTo((int)currentTileSet); }
private void Start() { the_RP = FindObjectOfType <RoomPool>(); SpawnRoom(); }