public override void OnInspectorGUI() { StairGenerator sg = ((StairGenerator)target); DrawDefaultInspector(); if (GUILayout.Button("Generate")) { sg.generate(); } if (GUILayout.Button("Checkpoint")) { sg.startY = sg.nextY; sg.startAngle = sg.nextAngle; } }
private void GenerateDungeonFeatures(int direction) { // Generate architecture for each tree quad recursively ArchitectureGenerator architecture = new ArchitectureGenerator(); architecture.GenerateArchitecture(dungeonGenerator.quadTree); // Generate stairs StairGenerator stairs = new StairGenerator(); stairs.Generate(); // If we cannot solve the level, we need to generate a different one if (!LevelIsSolvable()) { Debug.LogError("Dungeon level cannot be solved. Genrating again..."); GenerateDungeon(direction); return; } // Generate player PlayerGenerator player = new PlayerGenerator(); Stair stair = direction == -1 ? grid.stairDown : grid.stairUp; player.GenerateAtPos(stair.x, stair.y); // Generate furniture FurnitureGenerator furniture = new FurnitureGenerator(); furniture.Generate(); // Generate monsters MonsterGenerator monsters = new MonsterGenerator(); monsters.Generate(); //monsters.GenerateSingle(); // Generate chests ChestGenerator chests = new ChestGenerator(); chests.Generate(); // Generate items ItemGenerator items = new ItemGenerator(); items.Generate(); }