public Corridor(Room room, int size) { _room = room; _prefabSize = room.PrefabSize; _corridorLength = size; GetCorridorStart(); BuildCorridor(); _room.RemoveCorridorWaypoints(CorridorWaypoints); }
private void CreateRoomCorridors(int levelSize) { Rooms = new Room[levelSize]; Corridors = new Corridor[levelSize - 1]; var roomSize = Random.Range(minRoomSize, maxRoomSize); Rooms[0] = new Room(Vector3.zero, roomSize, PrefabSize); Corridors[0] = new Corridor(Rooms[0], roomSize - 1); Debug.Log("Build First Room And Corridor"); try { for (var i = 1; i < levelSize; i++) { roomSize = Random.Range(minRoomSize, maxRoomSize); Rooms[i] = new Room(Corridors[i - 1], roomSize, PrefabSize); Debug.Log("Build " + i + " Room"); if (i < levelSize - 1) { Corridors[i] = new Corridor(Rooms[i], roomSize - 1); Debug.Log("Build " + i + " Corridor"); } } } catch (Exception e) { Debug.Log(e); throw; } foreach (Room room in Rooms) { if (room==null) { Debug.Log("missing room"); } } foreach (var corr in Corridors) { if (corr==null) { Debug.Log("missing corridor"); } } }