//Use this to create and load a new RoomTemplate asset for authoring
 public void CreateNewRoomTemplateAsset()
 {
     roomTemplate = CreateAsset <RoomTemplate>("Room") as RoomTemplate;
 }
示例#2
0
        private void WriteChainRoomToGrid(BoardGenerator boardGenerator, RoomChain roomChainComponent, Vector2 roomOrigin, RoomTemplate roomTemplate, int chainNumber, bool isOnPath)
        {
#if UNITY_EDITOR
            roomChainComponent.GenerateRoomPlaceHolderGameObject(boardGenerator, roomOrigin, roomTemplate, chainNumber, isOnPath, "Chain Room");
#endif
            int charIndex = 0;
            for (int i = 0; i < roomSizeX; i++)
            {
                for (int j = 0; j < roomSizeY; j++)
                {
                    char selectedChar = roomTemplate.roomChars[charIndex];
                    if (selectedChar != '\0')
                    {
                        Vector2 spawnPos = new Vector2(i, j) + roomOrigin;

                        int x = (int)spawnPos.x;
                        int y = (int)spawnPos.y;

                        boardGenerator.WriteToBoardGrid(x, y, selectedChar, overwriteFilledSpaces, isOnPath);
                    }
                    charIndex++;
                }
            }
        }