public void Init(DungeonType dungeonType, List <string> monsterTypes, Point worldIndex, int floor) { DungeonGenerationAlgorithm dungeonGenerationAlgorithm; switch (dungeonType) { case (DungeonType.RoomPlacement_s): dungeonGenerationAlgorithm = new RoomPlacementAlgorithm(this, monsterTypes); dungeonGenerationAlgorithm.GenerateDungeon(15, floor, worldIndex); break; case (DungeonType.Cave_s): dungeonGenerationAlgorithm = new CaveGenerationAlgorithm(this, monsterTypes); dungeonGenerationAlgorithm.GenerateDungeon(50, floor, worldIndex); break; case (DungeonType.RoomPlacement_l): dungeonGenerationAlgorithm = new RoomPlacementAlgorithm(this, monsterTypes); dungeonGenerationAlgorithm.GenerateDungeon(30, floor, worldIndex); break; default: dungeonGenerationAlgorithm = new RoomPlacementAlgorithm(this, monsterTypes); dungeonGenerationAlgorithm.GenerateDungeon(15, floor, worldIndex); break; } patrolMaps = new PatrolMaps(100, 100, patrolPoints, this); }
public void Init(DungeonType dungeonType, List <string> monsterTypes, int floor) { RoomPlacementAlgorithm roomPlacementAlgo; switch (dungeonType) { case (DungeonType.RoomPlacement_s): roomPlacementAlgo = new RoomPlacementAlgorithm(this, monsterTypes); roomPlacementAlgo.GenerateDungeon(250, 15, floor); break; case (DungeonType.RoomPlacement_l): roomPlacementAlgo = new RoomPlacementAlgorithm(this, monsterTypes); roomPlacementAlgo.GenerateDungeon(500, 40, floor); break; default: roomPlacementAlgo = new RoomPlacementAlgorithm(this, monsterTypes); roomPlacementAlgo.GenerateDungeon(250, 15, floor); break; } patrolMaps = new PatrolMaps(100, 100, patrolPoints, this); }