Beispiel #1
0
    // Use this for initialization
    void Start()
    {
        float xDis = 2;
        float yDis = 0;

        for (int temp = 0; temp <= maxStages - 1; temp++)
        {
            int rand = Random.Range(0, possibleStageDesigns.Count);

            if (scriptedDesign)
            {
                rand = 3;
            }

            if (possibleStageDesigns[rand].GetComponent <StageDesignClass>().classType == StageDesignClass.type.stage)
            {
                xDis += possibleStageDesigns[rand].GetComponent <StageDesignClass>().width / 2;
            }
            else if (possibleStageDesigns[rand].GetComponent <StageDesignClass>().classType == StageDesignClass.type.platforms)
            {
                xDis += possibleStageDesigns[rand].GetComponent <objGen>().xDis;
            }

            Vector3 spawnPos = new Vector3(this.transform.position.x + xDis, this.transform.position.y + yDis, this.transform.position.z);


            GameObject spawnObj = GameObject.Instantiate(possibleStageDesigns[rand], spawnPos, Quaternion.identity) as GameObject;

            StageDesignClass disStage = spawnObj.GetComponent <StageDesignClass>();
            spawnObj.transform.SetParent(this.transform);
            ScriptedStage.Add(disStage);



            objGen disGen = disStage.GetComponent <objGen>();
            if (disGen != null)
            {
                disGen.gameStateManager = gameManager;
                Debug.Log("Called Object Gen function from StageGenManager");
                disGen.ObjGeneration();
            }

            if (disStage.classType == StageDesignClass.type.stage)
            {
                xDis += disStage.width / 2;
                xDis += padding;

                if (disStage.hasYExit == true)
                {
                    yDis += disStage.height + 4;
                }
            }
            else if (disStage.classType == StageDesignClass.type.platforms)
            {
                xDis += disStage.GetComponent <objGen>().amount *(disStage.GetComponent <objGen>().xDis + (disStage.GetComponent <objGen>().padding *disStage.GetComponent <objGen>().amount / 3));
                xDis += padding;
            }
            else if (disStage.classType == StageDesignClass.type.stack)
            {
                disStage.GetComponent <StackStageGen>().GenerateStackStage();

                Debug.Log("ehh increased " + disStage.GetComponent <StackStageGen>().xIncrease);
                xDis += disStage.GetComponent <StackStageGen>().xIncrease;
                yDis += disStage.GetComponent <StackStageGen>().yIncrease;
                Debug.Log("Stack");
            }
            else if (disStage.classType == StageDesignClass.type.cannon)
            {
                if (temp != 0 && ScriptedStage[temp - 1].classType == StageDesignClass.type.cannon && disStage.classType == StageDesignClass.type.cannon)
                {
                    Debug.Log("connecting cannons");

                    GameObject previousStage = ScriptedStage[temp - 1].gameObject;

                    buffZone previousCannon = previousStage.GetComponent <objGen>().createdObjs[previousStage.GetComponent <objGen>().createdObjs.Count - 1].transform.GetChild(0).GetComponent <buffZone>();

                    Debug.Log("prev cannon " + previousCannon.name + " : " + previousStage.name);

                    previousCannon.fwdTarget = ScriptedStage[temp].GetComponent <objGen>().createdObjs[0];

                    disGen.createdObjs[0].transform.GetChild(0).GetComponent <buffZone>().bkwrdTarget = previousCannon.gameObject;
                }
                xDis += disGen.xReturn;
                yDis += disGen.yReturn;
                //track second cannon position
            }
        }
    }
Beispiel #2
0
    public void GenerateStackStage()
    {
        float xDis = 2;
        float yDis = 0;
        int   row = 1;
        int   draws = 0, endDraw = maxStages - 1;

        for (int temp = 0; temp < maxStages * rows; temp++)
        {
            //Debug.Log("temp is " + temp);

            int rand = Random.Range(0, possibleStageDesigns.Count);

            if (inverted == true && draws == endDraw)
            {
                rand     = 2;//our wall category
                inverted = false;
                xDis    -= possibleStageDesigns[rand].GetComponent <StageDesignClass>().width;
                //Debug.Log("reverted at" + temp);
                draws = -1;
            }
            else if (draws == endDraw) //awlays create a lift/stair at end of stack so 2 is wall
            {
                rand     = 2;          //our wall category
                inverted = true;


                //Debug.Log("inverted at" + temp + " end invert at " + (endDraw + temp));
                xDis += possibleStageDesigns[rand].GetComponent <StageDesignClass>().width;
                row++;
                draws = -1;
            }



            if (possibleStageDesigns[rand].GetComponent <StageDesignClass>().classType == StageDesignClass.type.stage)
            {
                if (inverted == true)
                {
                    xDis -= possibleStageDesigns[rand].GetComponent <StageDesignClass>().width / 2;
                }
                else
                {
                    xDis += possibleStageDesigns[rand].GetComponent <StageDesignClass>().width / 2;
                }
            }
            else if (possibleStageDesigns[rand].GetComponent <StageDesignClass>().classType == StageDesignClass.type.platforms)
            {
                if (inverted == true)
                {
                    xDis -= possibleStageDesigns[rand].GetComponent <objGen>().xDis;
                }
                else
                {
                    xDis += possibleStageDesigns[rand].GetComponent <objGen>().xDis;
                }
            }

            Vector3 spawnPos = new Vector3(this.transform.position.x + xDis, this.transform.position.y + yDis, this.transform.position.z);



            GameObject prefab = possibleStageDesigns[rand];

            if (rand == 2 && inverted == true)
            {
                prefab = possibleStageDesigns[rand].GetComponent <StageDesignClass>().invertedObj;
            }

            GameObject spawnObj = GameObject.Instantiate(prefab, spawnPos, Quaternion.identity) as GameObject;



            StageDesignClass disStage = spawnObj.GetComponent <StageDesignClass>();

            objGen disGen = null;
            if (disStage.isGenerator == true)
            {
                disGen = disStage.GetComponent <objGen>();

                if (inverted == true)
                {
                    disGen.invertedSpawn = true;
                }

                disGen.ObjGeneration();
            }

            spawnObj.transform.SetParent(this.transform);

            if (disStage.classType == StageDesignClass.type.stage)
            {
                if (inverted == true)
                {
                    xDis -= disStage.width / 2;
                    xDis -= padding;

                    if (disStage.hasYExit == true)
                    {
                        yDis += disStage.height + 4;
                    }
                }
                else
                {
                    xDis += disStage.width / 2;
                    xDis += padding;

                    if (disStage.hasYExit == true)
                    {
                        yDis += disStage.height + 4;
                    }
                }
            }
            else if (disStage.classType == StageDesignClass.type.platforms)
            {
                if (inverted == true)
                {
                    xDis -= disGen.amount * (disStage.GetComponent <objGen>().xDis + (disGen.padding * disGen.amount / 3));
                    xDis -= padding;
                }
                else
                {
                    xDis += disGen.amount * (disStage.GetComponent <objGen>().xDis + (disGen.padding * disGen.amount / 3));
                    xDis += padding;
                }
            }

            draws++;
        }

        xIncrease = xDis;
        yIncrease = yDis;
    }