//Use this to create and load a new RoomTemplate asset for authoring public void CreateNewRoomTemplateAsset() { roomTemplate = CreateAsset <RoomTemplate>("Room") as RoomTemplate; }
private void WriteChainRoomToGrid(BoardGenerator boardGenerator, RoomChain roomChainComponent, Vector2 roomOrigin, RoomTemplate roomTemplate, int chainNumber, bool isOnPath) { #if UNITY_EDITOR roomChainComponent.GenerateRoomPlaceHolderGameObject(boardGenerator, roomOrigin, roomTemplate, chainNumber, isOnPath, "Chain Room"); #endif int charIndex = 0; for (int i = 0; i < roomSizeX; i++) { for (int j = 0; j < roomSizeY; j++) { char selectedChar = roomTemplate.roomChars[charIndex]; if (selectedChar != '\0') { Vector2 spawnPos = new Vector2(i, j) + roomOrigin; int x = (int)spawnPos.x; int y = (int)spawnPos.y; boardGenerator.WriteToBoardGrid(x, y, selectedChar, overwriteFilledSpaces, isOnPath); } charIndex++; } } }