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); }
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; }
/// <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> (); }