public void NextFloor()//called when player hits action on downstairs { float startTime = Time.realtimeSinceStartup; PlayerInstance.SetActive(false); toPrevFloor = false; DungeonFloor++; ClearEnemies(); ClearItems(); if (DungeonFloor >= dungeon.length())//if the player hasn't been here before, generate a new floor { TileMapData generated = genTMD(); MoveMap(generated); dungeon.add(generated); EnemySpawningDifficulty(generated, numEnemies); } else { MoveMap(dungeon.getTMD(DungeonFloor)); //if the player has been here, load it from the list Spawning.RespawnEnemies(DungeonFloor); } PlayerInstance.SetActive(true); float endTime = Time.realtimeSinceStartup; Debug.Log(endTime - startTime + "seconds loadtime"); Debug.Log("DungeonFloor: " + DungeonFloor); }
public void PreviousFloor()//called when player hits action on upstairs { if (DungeonFloor > 0) { float startTime = Time.realtimeSinceStartup; PlayerInstance.SetActive(false); toPrevFloor = true; DungeonFloor--; ClearEnemies(); ClearItems(); MoveMap(dungeon.getTMD(DungeonFloor)); PlayerInstance.SetActive(true); float endTime = Time.realtimeSinceStartup; Debug.Log(endTime - startTime + "seconds loadtime"); Spawning.RespawnEnemies(DungeonFloor); } else { Debug.Log("You are on the top floor"); } }