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Question by bmalloy0 · Aug 21, 2018 at 10:22 PM · mapdisplay

Displaying a randomly generated map tile by tile

I am trying to randomly generate a D&D dungeon, and then display the result on screen. I am able to create the map data and store it to an array Dungeon[Floor, X, Y], with each member being an enum Map{Wall, Door, Room, Passage}. I have tried to have a method display the resulting map using the following code, but nothing happens:

 for (int x = 0; x < mapWidth; x++)
 {
     for (int y = 0; y < mapDepth; y++)
     {
         switch (dungeon[floor, x, y])
         {
             case Map.Wall:
                 Instantiate(mapSprites[0], new Vector3(x * size, y * size, 0), Quaternion.identity, parental);
                 break;
         }
     }
 }


With mapSprites[] being an array of tile sprites corresponding to each of the relevant tiles, size being the size of each tile, and parental being the rect transform of the Panel GameObject.

Is there something I'm doing wrong? Also, is there a better way of doing this?

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Answer by bmalloy0 · Aug 24, 2018 at 01:50 AM

I figured it out myself. I was attempting to Instantiate a sprite rather than a GameObject of a sprite. Works fine now.

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Answer by madks13 · Aug 22, 2018 at 06:13 AM

Your switch statement is weird, it doesn't cover all cases, and doesn't have a default case. Also, since it's random, what guarantee do you have that you have any walls?

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avatar image bmalloy0 · Aug 22, 2018 at 12:06 PM 0
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The Switch isn't complete. Honestly I just didn't feel like putting the whole thing in. Truth be the ENU$$anonymous$$ has about two dozen different end-states, and I figured this little snippet would at least get the gist across.

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