public void ReGenerateLevel() { if (curLevelSettings == null) { curLevelSettings = defLevelSettings; } forceRetry = false; StartCoroutine(GenLevelCo()); }
public void GenerateLevel(LevelGenSettings settings, LevelComponent startingDoor) { startDoor = startingDoor; curLevelSettings = settings; if (placedRooms.Contains(startDoor.myRoom)) { // remove it so it doesnt get destroyed placedRooms.Remove(startDoor.myRoom); stairsRoom = startDoor.myRoom; // add to placed rooms? // it needs to get cleared next time } ReGenerateLevel(); }
public void GenerateDefLevel() { curLevelSettings = defLevelSettings; ReGenerateLevel(); }
public LevelData(LevelGenSettings settings, Transform cellsContainer) { Settings = settings; Cells = cellsContainer; CellMatrix = new RoomBase[Settings.LevelWidth, Settings.LevelHeight]; }