// 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); } } } } } }