public void Fill() { for (int i = 0; i < rooms; i++) { LayoutGen a = roomlist [i].GetComponent <LayoutGen> (); if (Physics.OverlapSphere(a.xPlus.transform.position, 5).Length < 1) { GameObject child = Instantiate(DoorStop, a.transform.position + xpOffset1, a.transform.rotation); child.transform.localScale = new Vector3(child.transform.localScale.x, child.transform.localScale.y, 12); child = Instantiate(DoorStop, a.transform.position + xpOffset2, a.transform.rotation); child.transform.localScale = new Vector3(child.transform.localScale.x, child.transform.localScale.y, 12); } if (Physics.OverlapSphere(a.xMinus.transform.position, 5).Length < 1) { GameObject child = Instantiate(DoorStop, a.transform.position + xmOffset1, a.transform.rotation); child.transform.localScale = new Vector3(child.transform.localScale.x, child.transform.localScale.y, 12); child = Instantiate(DoorStop, a.transform.position + xmOffset2, a.transform.rotation); child.transform.localScale = new Vector3(child.transform.localScale.x, child.transform.localScale.y, 12); } if (Physics.OverlapSphere(a.zPlus.transform.position, 5).Length < 1) { GameObject child = Instantiate(DoorStop, a.transform.position + zpOffset1, a.transform.rotation); child.transform.localScale = new Vector3(12, child.transform.localScale.y, child.transform.localScale.z); child = Instantiate(DoorStop, a.transform.position + zpOffset2, a.transform.rotation); child.transform.localScale = new Vector3(12, child.transform.localScale.y, child.transform.localScale.z); } if (Physics.OverlapSphere(a.zMinus.transform.position, 5).Length < 1) { GameObject child = Instantiate(DoorStop, a.transform.position + zmOffset1, a.transform.rotation); child.transform.localScale = new Vector3(12, child.transform.localScale.y, child.transform.localScale.z); child = Instantiate(DoorStop, a.transform.position + zmOffset2, a.transform.rotation); child.transform.localScale = new Vector3(12, child.transform.localScale.y, child.transform.localScale.z); } } }
void Start() { layoutGen = new LayoutGen(); grid = layoutGen.GenerateLayout(maxWidth, maxHeight, roomsToSpawn, spawnPos); layoutGen.DebugDisplay(); SpawnRooms(); }