//============================================================================================================================================================
    // Aggregate function, that processes whole generation
    void CreatePuzzle()
    {
        Random.InitState(System.DateTime.Now.Millisecond);

        puzzleGrid = new PuzzleElement[cols * rows];

        try
        {
            image = TextureUtility.PrepareAsset(image);

            GeneratePuzzlePieces(cols, rows, subElement, elementBaseSize, image);
            CreateAtlas();
            ConvertToSprites();
            puzzle = CreateGameObjects().AddComponent <PuzzleController>();
            puzzle.Prepare();

            if (generateBackground)
            {
                puzzle.GenerateBackground(image);
            }
        }
        catch (System.Exception ex)
        {
            EditorUtility.DisplayDialog("ERROR", "SOMETHING GONE WRONG! \n \n" + ex.Message, "OK");
        }


        EditorUtility.ClearProgressBar();
    }
 //==========================================================================================================================================================
 public void OnEnable()
 {
     puzzle = target as PuzzleController;
     if (!Application.isPlaying && puzzle.pieces != null)
     {
         puzzle.Prepare();
     }
 }
Beispiel #3
0
    //-----------------------------------------------------------------------------------------------------
    // Prepare puzzle and Decompose it if needed
    public bool StartPuzzle(PuzzleController _puzzle)
    {
        if (!_puzzle)
        {
            _puzzle = gameObject.GetComponent <PuzzleController>();
        }

        if (!_puzzle)
        {
            Debug.LogWarning("PuzzleController should be assigned to puzzle property of GameController - check " + gameObject.name);
            return(false);
        }


        if (puzzle && puzzle.gameObject != gameObject)
        {
            puzzle.gameObject.SetActive(false);
        }


        puzzle = _puzzle;
        puzzle.gameObject.SetActive(true);


        if (puzzle.pieces == null)
        {
            puzzle.Prepare();
        }

        if (!PlayerPrefs.HasKey(puzzle.name + "_Positions") || !puzzle.enablePositionSaving)
        {
            if (!invertRules)
            {
                puzzle.DecomposePuzzle();
            }
            else
            {
                puzzle.NonrandomPuzzle();
            }
        }


        puzzle.invertedRules = invertRules;

        gameFinished = false;

        return(true);
    }
Beispiel #4
0
    //============================================================================================================================================================
    // Aggregate function, that processes whole generation from the image
    public PuzzleController CreatePuzzleFromImage(Texture2D _image)
    {
        if (imageScale != 1)
        {
            image = TextureUtility.Scale(_image, Mathf.RoundToInt(_image.width * imageScale), Mathf.RoundToInt(_image.height * imageScale));
        }
        else
        {
            image = _image;
        }
        puzzle = null;

        Random.InitState(System.DateTime.Now.Millisecond);


        // Important generation settings
        elementBaseSize = Mathf.Clamp(elementBaseSize, subElement.width * 2, subElement.width * 4);
        pixelsPerUnit   = Mathf.Clamp(pixelsPerUnit, 10, 1024);

        // SetUp doc trong GameManager
        cols = GameManager.Instance.cols;
        rows = GameManager.Instance.rows;

        cols = Mathf.Clamp(cols, 2, 35);
        rows = Mathf.Clamp(rows, 2, 35);

        puzzleGrid = new PuzzleElement[cols * rows];


        try
        {
            GeneratePuzzlePieces(cols, rows, subElement, elementBaseSize, image);
            puzzle = CreateGameObjects().AddComponent <PuzzleController>();
            puzzle.Prepare();
            //puzzle.OnDrawGizmos();
        }
        catch (System.Exception ex)
        { Debug.LogWarning("SOMETHING WENT WRONG! \n" + ex); }
        puzzle.allowedDistance   = allowedDistance;
        puzzle.allowedRotation   = allowedRotation;
        puzzle.randomizeRotation = randomizeRotation;

        return(puzzle);
    }
Beispiel #5
0
    // Aggregate function, that processes whole generation
    void CreatePuzzle()
    {
        Random.InitState(System.DateTime.Now.Millisecond);

        puzzleGrid = new Piece[cols * rows];

        try
        {
            image = PrepareAsset(image);
            GeneratePuzzlePieces(cols, rows, subElement, elementBaseSize, image);
            CreateAtlas();
            ConvertToSprites();
            puzzle = CreateGameObjects().AddComponent <PuzzleController>();
            CreateGameObjects();
            puzzle.Prepare();

            //if (generateBackground)
            //    puzzle.GenerateBackground(image);
        }
        catch (System.Exception ex)
        {
            EditorUtility.DisplayDialog("Error! \n \n", ex.Message, "Ok");
        }
    }
    //----------------------------------------------------------------------------------------------------------------------------------------------------------
    // Draw whole custom inspector GUI
    public override void OnInspectorGUI()
    {
        puzzle          = target as PuzzleController;
        defaultGUIColor = GUI.color;


        // Show foldout with UI for DECOMPOSITION SETTINGS
        if (!Application.isPlaying)
        {
            EditorGUILayout.Space();
            if (!puzzle.changeOnlyRotation)
            {
                puzzle.enablePositionSaving = EditorGUILayout.Toggle(new GUIContent("Save positions", "Position and rotation of all pieces (in incomplete puzzles) will be saved/restored"), puzzle.enablePositionSaving);
                puzzle.enablePiecesGroups   = EditorGUILayout.Toggle(new GUIContent("Enable groups", "Enables unassemdbled pieces grouping (For now - please don't use for imported and 3D puzzles)"), puzzle.enablePiecesGroups);
                puzzle.fullyIn3D            = EditorGUILayout.Toggle(new GUIContent("Process fully in 3D", "Allow shifting(including during decomposition) pieces in all 3 dimensions.\n Require pieces to be strictly in their 3D place for assembling puzzle."), puzzle.fullyIn3D);
                EditorGUILayout.Space();
            }
            else
            {
                puzzle.enablePositionSaving = false;
                puzzle.enablePiecesGroups   = false;
                puzzle.fullyIn3D            = false;
            }


            showDecomposition = EditorGUILayout.Foldout(showDecomposition, new GUIContent("DECOMPOSITION SETTINGS", "Contains settings related to decomposition areas"));
            if (showDecomposition)
            {
                GUILayout.BeginVertical("box");
                if (!puzzle.changeOnlyRotation)
                {
                    EditorGUILayout.LabelField(new GUIContent("Areas properties:", "Areas around puzzle where pieces should be randomly moved during decomposition"), EditorStyles.boldLabel);

                    GUILayout.BeginVertical("Button");
                    EditorGUILayout.LabelField(new GUIContent("Choose locations", "Location of areas around puzzle"));
                    GUILayout.BeginHorizontal();
                    puzzle.decomposeToLeft = EditorGUILayout.ToggleLeft("  Left", puzzle.decomposeToLeft);
                    puzzle.decomposeToTop  = EditorGUILayout.ToggleLeft("  Top", puzzle.decomposeToTop);
                    GUILayout.EndHorizontal();

                    GUILayout.BeginHorizontal();
                    puzzle.decomposeToRight  = EditorGUILayout.ToggleLeft("  Right", puzzle.decomposeToRight);
                    puzzle.decomposeToBottom = EditorGUILayout.ToggleLeft("  Bottom", puzzle.decomposeToBottom);
                    GUILayout.EndHorizontal();
                    GUILayout.EndVertical();

                    if (puzzle.fullyIn3D)
                    {
                        puzzle.decomposeDistance = EditorGUILayout.Vector3Field(new GUIContent("Size", "Decomposition areas size"), puzzle.decomposeDistance);
                    }
                    else
                    {
                        puzzle.decomposeDistance = EditorGUILayout.Vector2Field(new GUIContent("Size", "Decomposition areas size"), puzzle.decomposeDistance);
                    }

                    puzzle.calculateDecomposeOffset = EditorGUILayout.Toggle(new GUIContent("Calculate offset", "Automaticaly calculate decomposition areas offset from puzzle"), puzzle.calculateDecomposeOffset);

                    if (!puzzle.calculateDecomposeOffset)
                    {
                        if (puzzle.fullyIn3D)
                        {
                            puzzle.decomposeOffset = EditorGUILayout.Vector3Field("Offset", puzzle.decomposeOffset);
                        }
                        else
                        {
                            puzzle.decomposeOffset = EditorGUILayout.Vector2Field("Offset", puzzle.decomposeOffset);
                        }
                    }

                    EditorGUILayout.Space();
                }


                EditorGUILayout.Space();
                EditorGUILayout.LabelField(new GUIContent("Pieces properties:", "Some important pieces properties applying during puzzledecomposition"), EditorStyles.boldLabel);
                puzzle.finalTransparency = EditorGUILayout.FloatField(new GUIContent("Final Transparency", "Set piece transparency when it assembled to puzzle"), puzzle.finalTransparency);
                puzzle.randomizeRotation = EditorGUILayout.Toggle(new GUIContent("Randomize rotation", "Sets should pieces be rotated during decomposition"), puzzle.randomizeRotation);
                if (puzzle.randomizeRotation)
                {
                    puzzle.changeOnlyRotation = EditorGUILayout.Toggle(new GUIContent("Change only rotation", "Pieces willn't be moved during decomposition (only rotated)"), puzzle.changeOnlyRotation);
                }
                else
                {
                    puzzle.changeOnlyRotation = false;
                }


                EditorGUILayout.Space();

                GUILayout.EndVertical();
            }


            // Draw PREPARE PUZZLE button
            GUI.color = Color.yellow;

            if (GUILayout.Button(new GUIContent("RECALCULATE", "Recalculates whole puzzle and prepares it to be used")))
            {
                puzzle.Prepare();
            }

            GUI.color = defaultGUIColor;
        }


        // Show foldout with UI for PIECES MOVEMENT SETTING
        EditorGUILayout.Space();
        showPieces = EditorGUILayout.Foldout(showPieces, new GUIContent("PIECES MOVEMENT SETTINGS", "Pieces movement/rotation properties"));

        if (showPieces)
        {
            GUILayout.BeginVertical("box");

            GUILayout.BeginVertical("Button");
            puzzle.allowedDistance = EditorGUILayout.FloatField(new GUIContent("Magnet Distance", "Allowed position offset to consider piece placed to it origin"), puzzle.allowedDistance);
            puzzle.allowedRotation = EditorGUILayout.FloatField(new GUIContent("Magnet Rotation", "Allowed rotation offset to consider piece placed to it origin"), puzzle.allowedRotation);
            GUILayout.EndVertical();
            EditorGUILayout.Space();

            puzzle.movementTime = EditorGUILayout.FloatField(new GUIContent("Movement Time", "Piece needs this amount of time to reach destination during automatic movement"), puzzle.movementTime);
            EditorGUILayout.Space();

            if (puzzle.randomizeRotation)
            {
                puzzle.rotationSpeed = EditorGUILayout.FloatField(new GUIContent("Rotation Speed", "How fast piece can be rotated by player"), puzzle.rotationSpeed);
            }
            EditorGUILayout.Space();

                                #if !UNITY_STANDALONE
            puzzle.mobileDragOffsetY = EditorGUILayout.FloatField(new GUIContent("Drag Y-offset", "Piece offset(in % of piece size) during dragging by player"), puzzle.mobileDragOffsetY);
                                #endif

            puzzle.dragOffsetZ   = EditorGUILayout.FloatField(new GUIContent("Drag Z-offset", "Piece offset during dragging by player"), puzzle.dragOffsetZ);
            puzzle.dragTiltSpeed = EditorGUILayout.FloatField(new GUIContent("Drag Tilt Speed", "Piece tilt-speed during dragging by player"), puzzle.dragTiltSpeed);
            EditorGUILayout.Space();

            GUILayout.EndVertical();
        }


        // SetDirty if changed and update SceneView
        if (GUI.changed)
        {
            EditorUtility.SetDirty(this);
            SceneView.RepaintAll();
            puzzle.enabled = false;
            puzzle.enabled = true;
            if (!Application.isPlaying)
            {
                EditorSceneManager.MarkSceneDirty(puzzle.gameObject.scene);
            }
        }
    }