private void CreateWorld() { if (!isWorldCreated) { mission.forceWorldReset(); //AddBlocks(mission); isWorldCreated = true; } }
void AddProceduralDecoration() { // We check this so that we don't repeat this step at every simulation. // If we repeat this (which is good if we want variation!) then make // sure to use forceWorldReset (otherwise modifications will be // cumulative!) if (!isWorldCreated) { mission.forceWorldReset(); MazeMaker mazeMaker = new MazeMaker(mission); mazeMaker.CreateMaze(); isWorldCreated = true; } }