//public static List<RoomNode> SortRoomByArea( List<RoomNode> rooms) //{ // return rooms.OrderBy(); //} public void SetRoomContent(RoomType roomType, RoomNode room, Map map, System.Random seed, MapSetting mapSetting) { //SetDoors(doors, map); room.FindPath(); switch (roomType) { case RoomType.Boss: SetBossRoom(room, map, seed); break; case RoomType.Loot: SetLootRoom(room, map, seed, mapsetting); break; case RoomType.Trap: SetTrapRoom(room, map, seed); break; case RoomType.Normal: SetNormalRoom(room, map, seed); break; //case RoomType.Cave: // SetCaveRoom(room,map, mapsetting, seed); // break; default: break; } SetRoomCorridors(room, map); foreach (Vector2Int door in room.DoorWays) { //Debug.Log(door); } //SetRoomBorder(room, map); }