IEnumerator SpawnFloor()
{
while (myCounter < valueStore.maxTiles && GLOBAL_TILE_COUNT <= valueStore.maxTiles * 10)
{
float random = Random.Range(0f, 1f);
float c = 0.38f - valueStore.hallwayChance;
if (random < c)
{
transform.Rotate(0, 0, 90); //.1f for long hallways
}
else if (random < c * 2)
{
transform.Rotate(0, 0, -90); //,2f for long hallways
}
if (random > 1f - valueStore.tileChance)
{
Instantiate(floorMakerPrefab, transform.position, Quaternion.identity);
}
valueStore.tileList.Add(Instantiate(floorPrefab, transform.position, Quaternion.identity));
transform.position += transform.up; //already normalized
myCounter++;
GLOBAL_TILE_COUNT++;
cameraZoom.ZoomOut(transform.position);
yield return(new WaitForSeconds(valueStore.delay));
}
//foreach(Transform tile in tileList) tile.GetComponent<Tile>().SpawnWalls();
Destroy(this.gameObject);
}