/** * Generates a random room */ public Room SetupRoom(Conexions conexion, Vector2 pos, RoomType type, GameObject boss) { conexions = conexion; position = pos; roomType = type; columns = 16; rows = 16; List <GameObject> doors = new List <GameObject>(); BoardSetup(doors); Room.Status status = Room.Status.nonvisited; if (roomType == RoomType.initial) { status = Room.Status.cleared; } Room room = new Room(roomType, status, position, conexions, boss); room.SetDoors(doors); if (type == RoomCreator.RoomType.boss) { room.SetDoorBoss(exitBoss); } return(room); }
public void setConexions(Conexions conex) { conexions = conex; }