private void GenerateRoom() { if (map != null) { for (int x = 0; x < width; x++) { for (int y = 0; y < height; y++) { Vector3 pos = (new Vector3(-width / 2 + x + 0.5f, -height / 2 + y + 0.5f, 0)) / 2.1f; if (map[x, y] == 1) { SpawnWall(pos, x, y); } else if (map[x, y] == 0) { GameObject background = Instantiate(openArea, pos + mapOffset, transform.rotation, transform); int neighbourTiles = GetSurroundingWallCount(x, y); if (neighbourTiles == 8) { SpawnWall(pos, x, y); Destroy(background); } TileDirections closestNeighbour = GetClosestNeighbours(x, y, 1); RandomeBackground backgroundScript = background.GetComponent <RandomeBackground>(); if (closestNeighbour.down && !closestNeighbour.right && !closestNeighbour.left) { backgroundScript.isAboveGround = true; spawnLocations.Add(backgroundScript.gameObject.transform); } backgroundScript.RandomSprite(); NeighbourLogic(closestNeighbour, null, backgroundScript); } } } } //This happens when the room is done spawning in... maybe if (startArea) { mySpawner.SpawnPlayer(spawnLocations); } mySpawner.StartSpawning(spawnLocations); }
private void GenerateRoom() { if (map != null) { for (int x = 0; x < width; x++) { for (int y = 0; y < height; y++) { Vector3 pos = (new Vector3(-width / 2 + x + 0.5f, -height / 2 + y + 0.5f, 0)) / 2.1f; if (map[x, y] == 1) { SpawnWall(pos, x, y); } else if (map[x, y] == 0 /*|| map[x, y] == 2*/) { GameObject background = Instantiate(openArea, pos + mapOffset, transform.rotation, transform); int neighbourTiles = GetSurroundingWallCount(x, y); ///This adds random one spot walls if (addExtraOneTiles) { int neighbours = GetMoreSouroundingWallCount(x, y); int tmpRandom = UnityEngine.Random.Range(0, 1000); if (tmpRandom <= 6 && neighbours < 1) { SpawnWall(pos, x, y); Destroy(background); } } /// if (neighbourTiles == 8) { SpawnWall(pos, x, y); Destroy(background); } TileDirections closestNeighbour = GetClosestNeighbours(x, y, 1); RandomeBackground backgroundScript = background.GetComponent <RandomeBackground>(); if (closestNeighbour.down && !closestNeighbour.right && !closestNeighbour.left && !closestNeighbour.up) { backgroundScript.isAboveGround = true; spawnLocations.Add(backgroundScript.transform); floorCoords.Add(new Coord(x, y)); //TEmp list.Add(backgroundScript.transform.position); } backgroundScript.RandomSprite(); NeighbourLogic(closestNeighbour, null, backgroundScript, x, y); } } } WaterSpawner WS = GetComponentInChildren <WaterSpawner>(); WS.roomGen = this; int tmp = UnityEngine.Random.Range(0, tmpX.Count); int momentaryX = tmpX[tmp]; int momentaryY = tmpY[tmp]; if (spawnWater) { WS.spawnLocations = waterSpawn; WS.SetList(momentaryX, momentaryY); } } //This is all happens after the room has fully spawned in! GetComponent <CompositeCollider2D>().GenerateGeometry(); endCoord = floorCoords[floorCoords.Count - 1]; startCoord = floorCoords[0]; mySpawner.StartSpawning(spawnLocations); if (startArea) { mySpawner.SpawnPlayer(spawnLocations); } }