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Warszawa, Poland
⣿⣿⣿⣿⣿⣷⣌⢻⣿⣿⣷⣄⠀⠀⢀⣤⣶⣿⣿⣿⣷⣦⣄
⣿⣿⣿⣿⣿⣿⣿⣦⡙⢿⣿⣿⣿⣦⣙⠻⠿⣿⣿⣿⣿⣿⣿⣦
⢹⣿⣿⣿⣿⣿⣿⣿⣿⣦⡙⠻⣿⣿⣿⣿⣶⣦⣬⣭⣉⡙⢿⣿
⢸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣧⠀⠀⢉⡛⠿⢿⣿⣿⣿⣿⣿⠀⡿
⠀⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿+rep⠻⣷⣶⣤⣬⣭⣍⣥⠞⠁
⠀⠸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣷⠀⠀⠀⠀⠉⠛⠛⠛⠋⣡⣴⣶⣦⣄⡀
⠀⠀⠻⣿⣿⣿⣿⣿⣿⣿⣿⣿⡆⠀⠀⠀⠀⠀⠀⠀⢰⡿⢋⣥⣤⡍⢻⣆
⠀⠀⠀⠙⢿⣿⣿⣿⣿⣿⣿⣿⣧⠀⠀⠀⠀⠀⠀⠀⢛⣥⣿⣿⣿⠟⣸⣿⣆
⠀⠀⠀⠀⠀⠈⣿⣿⡿⠿⠿⠿⣿⠀⠀⠀⠀⣀⣠⣶⣿⣿⣿⡿⢋⣼⣿⣿⣿⣦
⠀⠀⠀⠀⠀⠀⢸⠃⣶⣿⣷⣶⣶⣶⣶⣾⣿⣿⣿⣿⡿⠟⣡⣶⣿⣿⣿⣿⣿⣿⣷⣄⡀
⠀⠀⠀⠀⠀⠀⢸⣧⡙⠻⠿⠿⠿⠿⠿⠿⠿⠛⠋⠁⠀⠈⠛⠻⠛⠻⣿⣿⣿⣿⣿⣿⣿⣦
int GenerateRdNum(int max)
{
int rdNum = rd.Range(0, max);
return rdNum;
}
/*----------------- I don´t like regions ---------------- */
}
Debug.Log("diraction: " + rdDirection);
newPos = tile.transform.position;
if (rdDirection == 0)
{
newPos.z += distTile2Tile;
}
else if (rdDirection == 1)
{
newPos.x += distTile2Tile;
}
else if (rdDirection == 2)
{
newPos.z -= distTile2Tile;
}
else if (rdDirection == 3)
{
newPos.x -= distTile2Tile;
}
tile = Instantiate(floorTile, new Vector3(0, 0, 0), Quaternion.identity, mapCont.transform);
}
newPos.z += distTile2Tile;
break;
case 1:
newPos.x += distTile2Tile;
break;
case 2:
newPos.z -= distTile2Tile;
break;
case 3:
newPos.x -= distTile2Tile;
break;
}
tile = Instantiate(floorTile, new Vector3(0, 0, 0), Quaternion.identity, mapCont.transform);
}
void createTile(int nums)
{
nums--;
if (nums < 0)
{
return;
}
tile = Instantiate(floorTile, new Vector3(0, 0, 0), Quaternion.identity, mapCont.transform);
for (int i = 0; i < 10; i++)
{
CreateTile();
}
// CreateTile(10);
}
void CreateTile()
{
// int rdDirection = Random.Range(0,4);
int rdDirection = GenerateRdNum(4);
Debug.Log("diraction: " + rdDirection);
newPos = tile.transform.position;
switch (rdDirection)
{
using rd = UnityEngine.Random;
public class Generator : MonoBehaviour
{
[SerializeField] GameObject floorTile;
[SerializeField] int maxFloorTilles;
// [SerializeField] GameObject wallTile;
[SerializeField] float distTile2Tile;
[SerializeField] GameObject mapCont;
GameObject tile;
Vector3 newPos = Vector3.zero;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{