private void Awake() { //Singletone instance = this; //캐릭터 생성 roomLevel = (Room_TileType)GlobalManager.instance.stageLevel; Debug.Log(roomLevel); switch ((int)roomLevel) { case 0: numberofRoom = 5; break; case 1: numberofRoom = 8; break; case 2: break; default: numberofRoom = 5; break; } StartSettingInGM(); }
/// <summary> /// NOTE : 파라미터 숫자만큼 DungeonRoomByTile 클래스 객체 생성 함수 /// </summary> /// <param name="_numberOfroom"></param> public void CreateRooms(Room_TileType level, int numberOfRoom) { //Grid 오브젝트 생성 loadData = LoadDataManager.instance; //DungeonRoom 클래스 생성 for (int i = 0; i < numberOfRoom; i++) { roomList.Add(new DungeonRoom(i, (int)level, widthMinSize, widthMaxSize, heightMinSize, heightMaxSize)); } //RoomLevel설정 SetRoomLevel(); //0레벨을 제외한 나머지 랜덤 Terrain 설정 for (int i = 1; i < roomList.Count - 1; i++) { if (roomList[i].roomClearType.Equals(Room_ClearType.Puzzle)) { SetPuzzleTypeRoom(roomList[i]); } else { SetRandomTerrainRoom(roomList[i]); } } //Rooms 연결 RandomEdgeConnect(); //Rooms Entrance 오브젝트 생성 foreach (DungeonRoom room in roomList) { room.SetEntrancePos(); } //PrintLogRoomNeighbors(); //Rooms Draw DrawRooms(); //출입문 진입시 출현할 포지션 설정 SetConnectedEntrance(); //적생성 DrawPrefabByClearType(); //열쇠를 가지고있는 몬스터 생성 SetKeyInRoom(); }