public static Room SetAsset(Room room, DungeonDict roomSet) { switch (room.ID) { case 0: // Room is Normal // Room has 4 Doors if (room.hasRoomUp && room.hasRoomRight && room.hasRoomDown && room.hasRoomLeft) { room.roomAsset = roomSet.GetCenter(); } // Room has 3 Doors else if (room.hasRoomUp && room.hasRoomRight && !room.hasRoomDown && room.hasRoomLeft) //No door Down { room.roomAsset = roomSet.GetTUp(); } else if (room.hasRoomUp && room.hasRoomRight && room.hasRoomDown && !room.hasRoomLeft) //No door Left { room.roomAsset = roomSet.GetTRight(); } else if (!room.hasRoomUp && room.hasRoomRight && room.hasRoomDown && room.hasRoomLeft) //No Door Up { room.roomAsset = roomSet.GetTDown(); } else if (room.hasRoomUp && !room.hasRoomRight && room.hasRoomDown && room.hasRoomLeft) //No Door Right { room.roomAsset = roomSet.GetTLeft(); } // Room is Corner else if (room.hasRoomUp && room.hasRoomRight && !room.hasRoomDown && !room.hasRoomLeft) //Up and Right { room.roomAsset = roomSet.GetCornerUpRight(); } else if (room.hasRoomUp && !room.hasRoomRight && !room.hasRoomDown && room.hasRoomLeft) //Up and Left { room.roomAsset = roomSet.GetCornerUpLeft(); } else if (!room.hasRoomUp && room.hasRoomRight && room.hasRoomDown && !room.hasRoomLeft) //Down and Right { room.roomAsset = roomSet.GetCornerDownRight(); } else if (!room.hasRoomUp && !room.hasRoomRight && room.hasRoomDown && room.hasRoomLeft) //Down and Left { room.roomAsset = roomSet.GetCornerDownLeft(); } // Room is Corrior else if (!room.hasRoomUp && room.hasRoomRight && !room.hasRoomDown && room.hasRoomLeft) //Horizontal { room.roomAsset = roomSet.GetCorridorHorizontal(); } else if (room.hasRoomUp && !room.hasRoomRight && room.hasRoomDown && !room.hasRoomLeft) //Vertical { room.roomAsset = roomSet.GetCorridorVertical(); } // Room is Sackgasse else if (room.hasRoomUp && !room.hasRoomRight && !room.hasRoomDown && !room.hasRoomLeft) //Up { room.roomAsset = roomSet.GetEndUp(); } else if (!room.hasRoomUp && room.hasRoomRight && !room.hasRoomDown && !room.hasRoomLeft) //Right { room.roomAsset = roomSet.GetEndRight(); } else if (!room.hasRoomUp && !room.hasRoomRight && room.hasRoomDown && !room.hasRoomLeft) //Down { room.roomAsset = roomSet.GetEndDown(); } else if (!room.hasRoomUp && !room.hasRoomRight && !room.hasRoomDown && room.hasRoomLeft) //Left { room.roomAsset = roomSet.GetEndLeft(); } // Fallback else { room.roomAsset = roomSet.ErrorRoom; } break; case 1: // Room is Entrance room.roomAsset = roomSet.GetEntrance(); break; case 2: // Room is Boss room if (room.hasRoomUp) //Up { room.roomAsset = roomSet.GetBossUp(); } if (room.hasRoomRight) //Right { room.roomAsset = roomSet.GetBossRight(); } if (room.hasRoomDown) //Down { room.roomAsset = roomSet.GetBossDown(); } if (room.hasRoomLeft) //Left { room.roomAsset = roomSet.GetBossLeft(); } break; default: Debug.LogWarning("Bruh"); break; } return(room); }