Пример #1
0
    public LevelMetadata GenerateLevel(int seed)
    {
        Random.InitState(seed);
        LevelGraph levelGraph = new LevelGraph();

        levelGraph.GenerateGraph(preset.RoomCount, preset.CritPathLength, preset.MaxDoors, preset.Distribution);
        ProceduralLevel level = new ProceduralLevel(levelGraph, preset, true);

        return(level.LevelMetadata);
    }
Пример #2
0
    private void Generate()
    {
        ClearLevel();
        if (randomizeSeed)
        {
            preset.Seed = Random.Range(0, 10000);
        }
        Random.InitState(preset.Seed);
        levelGraph = new LevelGraph();
        levelGraph.GenerateGraph(preset.RoomCount, preset.CritPathLength, preset.MaxDoors, preset.Distribution);
        ProceduralLevel level = new ProceduralLevel(levelGraph, preset, debugInfo.SetStatic);

        SetDebugData(level.DebugData);
        //generatedObjects = level.GeneratedRooms;
    }
Пример #3
0
 /// <summary>
 /// Start. Se inicializa la bola. Se obtiene todos los compenentes y objetos necesarios
 /// </summary>
 void Start()
 {
     applyForce = false;
     compRigiBody2D = GetComponent<Rigidbody2D> ();
     compRigiBody2D.velocity = new Vector2 (pendulumForce, 0);
     compJoint = GetComponent<DistanceJoint2D> ();
     compJoint.connectedAnchor = new Vector2(transform.parent.position.x,transform.parent.position.y);
     proceduralLevel = GameObject.Find ("ProceduralLevel").GetComponent<ProceduralLevel> ();
 }