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Question by natecraftman · Dec 15, 2017 at 05:44 AM · tutorialmodify

problem with modifying tutorial,trying to modify a tutorial

I am trying to modify a tutorial for a maze generator by having foes spawn. I will work out exactly how often later, but right now, trying to get cubes that will eventually be said mobs is breaking the maze. All the stuff to get this working is in other scripts, as i said, its a done tutorial. but when i try to spawn in cubes on every floor just to try and line it up, it spawns one floor, no walls and no mobs... line 37 and 38 are the issue.

using UnityEngine; using System.Collections;

public class MazeLoader : MonoBehaviour { public int mazeRows, mazeColumns; public GameObject wall; public GameObject mob; public float size = 2f;

 private MazeCell[,] mazeCells;

 // Use this for initialization
 void Start () {
     InitializeMaze ();

     //MazeAlgorithm ma = new HuntAndKillMazeAlgorithm (mazeCells);
     //ma.CreateMaze ();
 }
 
 // Update is called once per frame
 void Update () {
 }

 private void InitializeMaze() {

     mazeCells = new MazeCell[mazeRows,mazeColumns];

     for (int r = 0; r < mazeRows; r++) {
         for (int c = 0; c < mazeColumns; c++) {
             mazeCells [r, c] = new MazeCell ();

             // For now, use the same wall object for the floor!
             mazeCells [r, c] .floor = Instantiate (wall, new Vector3 (r*size, -(size/2f), c*size), Quaternion.identity) as GameObject;
             mazeCells [r, c] .floor.name = "Floor " + r + "," + c;
             mazeCells [r, c] .floor.transform.Rotate (Vector3.right, 90f);

             mazeCells [r, c] .mob = Instantiate (mob, new Vector3 (r*size, 5, c*size), Quaternion.identity) as GameObject;
             mazeCells [r, c] .mob.name = "Mob" + r + "," + c;

             if (c == 0) {
                 mazeCells[r,c].westWall = Instantiate (wall, new Vector3 (r*size, 0, (c*size) - (size/2f)), Quaternion.identity) as GameObject;
                 mazeCells [r, c].westWall.name = "West Wall " + r + "," + c;
             }

             mazeCells [r, c].eastWall = Instantiate (wall, new Vector3 (r*size, 0, (c*size) + (size/2f)), Quaternion.identity) as GameObject;
             mazeCells [r, c].eastWall.name = "East Wall " + r + "," + c;

             if (r == 0) {
                 mazeCells [r, c].northWall = Instantiate (wall, new Vector3 ((r*size) - (size/2f), 0, c*size), Quaternion.identity) as GameObject;
                 mazeCells [r, c].northWall.name = "North Wall " + r + "," + c;
                 mazeCells [r, c].northWall.transform.Rotate (Vector3.up * 90f);
             }

             mazeCells[r,c].southWall = Instantiate (wall, new Vector3 ((r*size) + (size/2f), 0, c*size), Quaternion.identity) as GameObject;
             mazeCells [r, c].southWall.name = "South Wall " + r + "," + c;
             mazeCells [r, c].southWall.transform.Rotate (Vector3.up * 90f);
         }
     }
 }

}

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