public void RegisterRoom(scr_Room room) { //Check if room already exists here if (!DoesRoomExist(currentLoadRoomData.X, currentLoadRoomData.Y)) { room.transform.position = new Vector3(currentLoadRoomData.X * room.Width, currentLoadRoomData.Y * room.Height, 0); room.X = currentLoadRoomData.X; room.Y = currentLoadRoomData.Y; room.name = currentWorldName + "-" + currentLoadRoomData.name + " " + room.X + "," + room.Y; room.transform.parent = transform; isLoadingRoom = false; if (loadedRooms.Count == 0) { scr_CameraController.instance.currRoom = room; } loadedRooms.Add(room); } else { //Room already exists, remove it Destroy(room.gameObject); isLoadingRoom = false; } }
public void OnPlayerEnterRoom(scr_Room room) { scr_CameraController.instance.currRoom = room; currRoom = room; updateRooms(); }
void Awake() { room = GetComponentInParent <scr_Room>(); grid.colums = room.Width - 2; grid.rows = room.Height - 2; GenerateGrid(); }
IEnumerator SpawnBossRoom() { spawnedBossRoom = true; yield return(new WaitForSeconds(.5f)); if (loadRoomQue.Count == 0) { scr_Room bossRoom = loadedRooms[loadedRooms.Count - 1]; scr_Room tempRoom = new scr_Room(bossRoom.X, bossRoom.Y); Destroy(bossRoom.gameObject); var roomToRemove = loadedRooms.Single(r => r.X == tempRoom.X && r.Y == tempRoom.Y); loadedRooms.Remove(roomToRemove); LoadRoom("End", tempRoom.X, tempRoom.Y); } }