Пример #1
0
 internal static GenerationCommand[] ParseArray(uint[] commands)
 {
     GenerationCommand[] toReturn = new GenerationCommand[commands.Length];
     for (int i = 0; i < commands.Length; i++)
     {
         toReturn[i] = new GenerationCommand(commands[i]);
     }
     return(toReturn);
 }
Пример #2
0
 public FloorGenerator(uint[] commands, int numberOfRooms, int seed, bool wallAllRooms)
 {
     roomsToGenerate     = numberOfRooms;
     floorBeingBuilt     = new Floor();
     allCommands         = GenerationCommand.ParseArray(commands);
     activeFloorSprawler = new FloorSprawler();
     activeFloorSprawler.addRoom(floorBeingBuilt.StartRoom);
     commandCount = roomsBuilt = 0;
     RandomUtility.Initialize(seed);
     this.wallAllRooms = wallAllRooms;
 }
Пример #3
0
 /// <summary>
 /// Updates the currentCommand instance variable that is used
 /// by most other methods.  Also updates the commandCount instance
 /// variable that specifies what is the next command.  If this
 /// count excedes the number of commands available, it will wrap
 /// to zero and start the cycle over again.
 /// </summary>
 private void UpdateCurrentCommand()
 {
     currentCommand = allCommands[commandCount];
     currentCommand.ResetRoomsLeft();
     commandCount = (commandCount + 1) % allCommands.Length;
 }