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Question by esillen · Jan 12, 2016 at 10:47 PM · editorworkflow

Roguelike: workflow working with many map generators and tile sets

First off, excuse me for my poor english.

I am making a roguelike and I have run into a workflow problem.

I want to have many different kind of worlds with different tile sets and different algorithms for creating the different maps. I have a GameManager script which holds an array that represents the map. I want to be able to call mapGenerator.generateMap() from inside the GameManager.

Here's my problem: I want to be able to drag and drop different classes representing algorithms for creating maps to the GameManager in the editor so I can call their generateMap(). Also, in each of those algorithms I want to be able to drag and drop GameObjects with different tiles for floor, walls, doors etc. for different tile sets. Have no idea how to do this. Right now I have a list of different map generators in GameManager and set a number manually for whichever generator I will be using and set the tile set in the GameManager. This works but feels stupid and I have to set the tile set in the GameManager but I wish to have the tile set separated from the GameManager

I imagine there's a solution where I can have GameManager and my map algorithm script attached to the same gameObject in the editor and a reference from GameManager to the map algorithm script.

If anyone has a completely different solution, feel free to answer in a way that makes my workflow easier :)

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