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Procedural Content Generation for Unity Game Development

You're reading from   Procedural Content Generation for Unity Game Development Harness the power of procedural content generation to design unique games with Unity

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Product type Paperback
Published in Jan 2016
Publisher
ISBN-13 9781785287473
Length 260 pages
Edition 1st Edition
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Author (1):
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Ryan Watkins Ryan Watkins
Author Profile Icon Ryan Watkins
Ryan Watkins
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Toc

BoardManager


The BoardManager class already keeps references to the floor and wall tiles. Rather than having our DungeonManager class keep the same references, we will send our dungeon dictionary to the BoardManager class and have it build the Dungeon Board. We will need to update our BoardManager class for this. Open up BoardManager.cs for editing and make the changes seen in Code Snip 4.7:

29 public GameObject exit;
…
33 public GameObject[] outerWallTiles;
… 
40 private Transform dungeonBoardHolder;
41 private Dictionary<Vector2, Vector2> dungeonGridPositions;
…
69 private void addTiles(Vector2 tileToAdd) {
70    if (!gridPositions.ContainsKey (tileToAdd)) {
71      gridPositions.Add (tileToAdd, tileToAdd);
72      GameObject toInstantiate = floorTiles [Random.Range (0, floorTiles.Length)];
73      GameObject instance = Instantiate (toInstantiate, new Vector3 (tileToAdd.x, tileToAdd.y, 0f), Quaternion.identity) as GameObject;
74      instance.transform.SetParent (boardHolder);
75...
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