public void Run(DungeonGeneratorContext ctx) { foreach (var step in steps) { step.Grow(ctx); } }
public void Grow(DungeonGeneratorContext ctx) { var i = 0; while (ctx.openDoors.Any() && bail < 1000) { bail++; var door = ctx.openDoors.GetRandomItem(ctx.rand); if (ctx.GrowDungeon(door, this.Rooms, 2)) { i++; } } }
public void Grow(DungeonGeneratorContext ctx) { var i = 0; while (i < this.maxNumRooms && bail < 1000) { bail++; var door = ctx.openDoors.GetRandomItem(ctx.rand); if (ctx.GrowDungeon(door, this.Rooms, 2)) { i++; } } if (bail < 1000) { Debug.Log("Bail GrowRoomsPipelineStep"); } }
public void Grow(DungeonGeneratorContext ctx) { ctx.StartDungeon(this.Rooms); }