示例#1
0
 // Use this for initialization
 void Start()
 {
     LevelGeneratorGameObject = GameObject.Find("LevelGenerator");
     levelGenerator           = LevelGeneratorGameObject.GetComponent <LevelGenerator>();
     RoomInt = Random.Range(0, maxNumberOfChances);
     if (levelGenerator.roomsInScene.Count < levelGenerator.maxNumberOfRooms)
     {
         /*if (RoomInt == 0 || RoomInt == 1)
          * {
          *  levelGenerator.AddRoom(transform.parent.transform.position + new Vector3(levelGenerator.levelPrefabs[0].GetComponent<BoxCollider2D>().size.x, 0f), 0);
          * }
          * else if (RoomInt == 2)
          * {
          *  levelGenerator.AddRoom(transform.parent.transform.position + new Vector3(levelGenerator.levelPrefabs[0].GetComponent<BoxCollider2D>().size.x, 0f), 6);
          * }*/
         foreach (Room room in possibleRooms)
         {
             for (int i = 0; i < room.chances.Length; i++)
             {
                 if (RoomInt == room.chances[i])
                 {
                     if (room.horizontalPlacement)
                     {
                         levelGenerator.AddRoom(transform.parent.position + new Vector3(transform.parent.gameObject.GetComponent <BoxCollider2D>().size.x, 0f), room.prefab);
                     }
                     if (!room.horizontalPlacement)
                     {
                         levelGenerator.AddRoom(transform.parent.position + new Vector3(0f, room.prefab.GetComponent <BoxCollider2D>().size.y), room.prefab);
                     }
                 }
             }
         }
     }
 }