public LevelGenerator() { rp = new RoomPlacer(); ra = new RoomArranger(); cg = new CorridorGenerator(); op = new ObjectPlacer(); llRooms = new List<Room>(); }
virtual protected void Start() { RoomArranger.instance = this; // Create the first room. currentRoomObject = Instantiate(roomPrefab, startPosition, Quaternion.identity); currentRoom = currentRoomObject.GetComponent <RoomInterface>(); StartCoroutine(TriggerDelayedStart()); }