private Sprite GenerateFloorSprite() { int spriteCount = floorSpriteList.Count; int randomIndex = Random.Range(0, spriteCount); Sprite floorSprite = floorSpriteList[randomIndex]; switch (floorSprite.name) { case "bookDungeon": tileType = Enumerations.tileType.book; break; case "fireDungeon": tileType = Enumerations.tileType.fire; break; case "orbDungeon": tileType = Enumerations.tileType.orb; break; case "stoneDungeon": tileType = Enumerations.tileType.stone; break; case "treasureDungeon": tileType = Enumerations.tileType.treasure; break; } return(floorSpriteList[randomIndex]); }
private void Start() { dungeonTileList = new Dictionary <(int, int), Enumerations.tileType>(); dungeonTypes = new HashSet <Enumerations.tileType>(); }