using UnityEngine; namespace _Project.Scripts.LevelGenerating { public class WallsGenerator : MonoBehaviour { [SerializeField] private int roomCountMin; [SerializeField] private int roomCountMax; [SerializeField] private int floorsCount; [SerializeField] private int lengthWallMin; [SerializeField] private int lengthWallMax; [SerializeField] private int lengthStartRoomA; [SerializeField] private int lengthStartRoomB; [SerializeField] private int lengthFloorMax; [SerializeField] private int lengthFloorMin; private int RoomCount; private LevelManager levelManager; void Start() { levelManager = LevelManager.Instance; } void GenerateRooms() { RoomCount = Random.Range(roomCountMin, roomCountMax); LevelManager.Rooms.Add(new Room(Vector2.zero,lengthStartRoomA, lengthStartRoomB,RoomType.Start)); } void CreateRoom() { int a = Random.Range(lengthWallMin, lengthWallMax); int b = Random.Range(lengthWallMin, lengthWallMax); Room room = new Room(); room.Length = a; room.Wigth = b; } } }