improve room generation
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@@ -8,13 +8,13 @@ namespace Escape_Room_Engine.Engine.Scripts
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// public DoorModule Entrance => (DoorModule)_modules.Find(module => module.IsType((ModuleType)DoorType.Entrance));
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// public DoorModule Exit => (DoorModule)_modules.Find(module => module.IsType((ModuleType)DoorType.Exit));
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private readonly SpaceSize _size;
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private readonly Dimensions _dimensions;
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private GameObject _spaceObject;
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private List<Module> _modules = new(2);
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internal Space(SpaceSize size, Passage entrance, Passage exit)
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internal Space(Dimensions dimensions, Passage entrance, Passage exit)
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{
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_size = size;
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_dimensions = dimensions;
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// connect the space to its passages
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entrance.ConnectTo(new DoorModule(DoorType.Entrance));
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@@ -30,27 +30,27 @@ namespace Escape_Room_Engine.Engine.Scripts
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internal void InstantiateSpace(Transform parent, string name)
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{
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_spaceObject = new GameObject($"Space {name}");
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_spaceObject.transform.SetParent(parent);
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var meshFilter = _spaceObject.AddComponent<MeshFilter>();
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_spaceObject = new GameObject($"Space {name}", typeof(MeshFilter), typeof(MeshRenderer));
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_spaceObject.transform.SetParent(parent, false);
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_spaceObject.transform.localPosition = new Vector3(_dimensions.X, 0, _dimensions.Y);
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var meshFilter = _spaceObject.GetComponent<MeshFilter>();
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meshFilter.mesh = GenerateMesh();
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var meshRenderer = _spaceObject.AddComponent<MeshRenderer>();
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var meshRenderer = _spaceObject.GetComponent<MeshRenderer>();
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meshRenderer.material = Engine.DefaultEngine.roomMaterial;
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}
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internal Mesh GenerateMesh()
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private Mesh GenerateMesh()
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{
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var mesh = new Mesh();
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float halfWidth = _size.Width / 2f, halfHeight = _size.Height / 2f;
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mesh.vertices = new[]
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{
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new Vector3(-halfWidth, 0, -halfHeight),
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new Vector3(halfWidth, 0, -halfHeight),
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new Vector3(-halfWidth, 0, halfHeight),
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new Vector3(halfWidth, 0, halfHeight)
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new Vector3(0, 0, 0),
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new Vector3(_dimensions.Width, 0, 0),
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new Vector3(0, 0, _dimensions.Length),
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new Vector3(_dimensions.Width, 0, _dimensions.Length)
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};
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mesh.triangles = new[]
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