private void CreateYTiles(Vector2 p1, Vector2 p2) { for (int y = 0; y < Mathf.Abs(p1.y - p2.y); y++) { for (int x = 0; x < width; x++) { Vector2 pos = new Vector2(x, y); TileGeneration.InstantiateFromArray(ProceduralDungeon.Instance.floorTiles, pos, this.transform); } } }
public void EnableTiles() { for (int row = 0; row < width; row++) { for (int col = 0; col < height; col++) { Vector2 pos = upperRight; pos.x -= row; pos.y -= col; TileGeneration.InstantiateFromArray(ProceduralDungeon.Instance.floorTiles, pos, this.transform); } } }