private GameObject RandomRoom(RoomPrefabSubTypes selection, Vector3 position, RoomConditions conditions) { GameObject roomType = null; //make it so the enterance and exit will never be a hallway switch (conditions) { case RoomConditions.StairRoom: roomType = RoomTypes.getRandomRoom(selection, RoomPlacementLogic.RoomType.OpenRoom); break; case RoomConditions.TreasureRoom: roomType = RoomTypes.getRandomRoom(selection, RoomPlacementLogic.RoomType.TreasureRoom); break; case RoomConditions.CombatRoom: //roomType = RoomTypes.getRandomRoom(selection, RoomPlacementLogic.RoomType.CombatRoom); //this is save time on create new room set with space for combat roomType = RoomTypes.getRandomRoom(selection, RoomPlacementLogic.RoomType.OpenRoom); Debug.Log("CombatRoom: " + roomType.name); //roomType.GetComponent<RoomPlacementLogic>().combatRoom = true; break; case RoomConditions.DefaultRoom: //everything but treasure room and hidden rooms int rand = Random.Range(0, 2); if (rand == 1) { roomType = RoomTypes.getRandomRoom(selection, RoomPlacementLogic.RoomType.OpenRoom); } else { roomType = RoomTypes.getRandomRoom(selection, RoomPlacementLogic.RoomType.Hallway); } break; } if (roomType == null) { Debug.LogError("Room creation returned Null. Issue with setup " + selection.ToString() + " conditions " + conditions.ToString()); } GameObject room = Instantiate(roomType); room.transform.parent = RoomParent.transform; room.transform.localPosition = position; return(room); }
public GameObject getRandomRoom(RoomPrefabSubTypes roomObject, RoomPlacementLogic.RoomType lookingFor) { return(roomObject.getRandomRoom(lookingFor)); }
public GameObject getRandomRoom(RoomPrefabSubTypes roomObject) { return(roomObject.getRandomRoom()); }