public Map(Dungeon target, Random rng, List<Room> rooms) { this.rng = rng; this.target = target; this.brushes = new RoomBrushFactory (); this.hallBrush = brushes.createRoomBrush (rng); this.torchBrush = new LevelGen.TorchBrush (); this.Rooms = rooms; UnityEngine.Debug.Log (Rooms); }
// Use this for initialization void Start() { d = new Dungeon (); var f = new RoomBrushFactory (); var rng = new System.Random (seed); Brush h = f.createRoomBrush (rng); d.Place (new Position(0, 0, 1), h); d.Place (new Position(1, 0, 0), h); d.Place (new Position(1, 1, 0), h); d.Place (new Position(1, 1, 1), h); d.Place (new Position(0, 1, 0), h); d.Place (new Position(0, 1, 1), h); d.RenderAll (); }
// Use this for initialization void Start() { d = new Dungeon(); var f = new RoomBrushFactory(); var rng = new System.Random(seed); Brush h = f.createRoomBrush(rng); d.Place(new Position(0, 0, 1), h); d.Place(new Position(1, 0, 0), h); d.Place(new Position(1, 1, 0), h); d.Place(new Position(1, 1, 1), h); d.Place(new Position(0, 1, 0), h); d.Place(new Position(0, 1, 1), h); d.RenderAll(); }