From 123d47f6fff77e21c1f393196ca01ec2f19ac0e3 Mon Sep 17 00:00:00 2001 From: Robin Ruud Kristensen <robin1998@hotmail.no> Date: Fri, 9 Dec 2022 11:18:02 +0100 Subject: [PATCH] fix looped generation. Fix: reset stair_down value to false and destroying existing stairs --- MrBigsock/Assets/Code/FollowPlayer.cs | 14 ++++++++++++-- 1 file changed, 12 insertions(+), 2 deletions(-) diff --git a/MrBigsock/Assets/Code/FollowPlayer.cs b/MrBigsock/Assets/Code/FollowPlayer.cs index bd91e282..79d41e40 100644 --- a/MrBigsock/Assets/Code/FollowPlayer.cs +++ b/MrBigsock/Assets/Code/FollowPlayer.cs @@ -41,27 +41,36 @@ namespace Bigsock c.SetActive(false); } stairs_down = stair.GetComponent<Stairs>().stairs_touch; + stair.SetActive(false); } void LateUpdate() { boss = GameObject.FindGameObjectsWithTag("Boss"); enemies = GameObject.FindGameObjectsWithTag((roomNr).ToString()); - stairs_down = stair.GetComponent<Stairs>().stairs_touch; + if (boss.Length == 0 && levels <= 1) + { + stair.SetActive(true); + stairs_down = stair.GetComponent<Stairs>().stairs_touch; + } + - if (boss.Length == 0 && levels <= 1 && stairs_down) + if (stairs_down) { roomNr = 0; foreach(GameObject c in chests) { Destroy(c); } + DestroyImmediate(stair); chests.Clear(); TilemapGenerator.resetMaps(); TilemapGenerator.SetRoomIDZero(); player.transform.position = new Vector3(9,5,0); neighborMapGenerator.RunProceduralGeneration(); Chest = GameObject.FindGameObjectsWithTag("Chest"); + stair = GameObject.Find("Stairs(Clone)"); + stairs_down = stair.GetComponent<Stairs>().stairs_touch; foreach (GameObject c in Chest) { if(c != null) @@ -70,6 +79,7 @@ namespace Bigsock chests.Add(c); } } + stair.SetActive(false); levels++; } -- GitLab