Beispiel #1
0
        public TileProxy(GameObject prefab, bool ignoreSpriteRendererBounds, Vector3 upVector)
        {
            prefab.transform.localPosition = Vector3.zero;
            prefab.transform.localRotation = Quaternion.identity;

            Prefab     = prefab;
            PrefabTile = prefab.GetComponent <Tile>();

            if (PrefabTile == null)
            {
                PrefabTile = prefab.AddComponent <Tile>();
            }

            Placement = new TilePlacementData();

            // Add proxy doorways
            Doorways = new ReadOnlyCollection <DoorwayProxy>(doorways);

            var allDoorways = prefab.GetComponentsInChildren <Doorway>();

            for (int i = 0; i < allDoorways.Length; i++)
            {
                var doorway = allDoorways[i];

                Vector3    localPosition = doorway.transform.position;
                Quaternion localRotation = doorway.transform.rotation;

                var proxyDoorway = new DoorwayProxy(this, i, doorway.Socket, localPosition, localRotation);
                doorways.Add(proxyDoorway);

                if (PrefabTile.Entrance == doorway)
                {
                    Entrance = proxyDoorway;
                }
                if (PrefabTile.Exit == doorway)
                {
                    Exit = proxyDoorway;
                }
            }

            // Calculate bounds
            Bounds bounds;

            if (PrefabTile != null && PrefabTile.OverrideAutomaticTileBounds)
            {
                bounds = PrefabTile.TileBoundsOverride;
            }
            else
            {
                bounds = UnityUtil.CalculateProxyBounds(Prefab, ignoreSpriteRendererBounds, upVector);
            }

            // Let the user know if the automatically calculated bounds are incorrect
            if (bounds.size.x <= 0f || bounds.size.y <= 0f || bounds.size.z <= 0f)
            {
                Debug.LogError(string.Format("Tile prefab '{0}' has automatic bounds that are zero or negative in size. The bounding volume for this tile will need to be manually defined.", prefab), prefab);
            }

            Placement.LocalBounds = UnityUtil.CondenseBounds(bounds, Prefab.GetComponentsInChildren <Doorway>());
        }
Beispiel #2
0
        public static void Connect(DoorwayProxy a, DoorwayProxy b)
        {
            Debug.Assert(a.ConnectedDoorway == null, "Doorway 'a' is already connected to something");
            Debug.Assert(b.ConnectedDoorway == null, "Doorway 'b' is already connected to something");

            a.ConnectedDoorway = b;
            b.ConnectedDoorway = a;
        }
Beispiel #3
0
        public void PositionBySocket(DoorwayProxy myDoorway, DoorwayProxy otherDoorway)
        {
            Quaternion targetRotation = Quaternion.LookRotation(-otherDoorway.Forward, otherDoorway.Up);

            Placement.Rotation = targetRotation * Quaternion.Inverse(Quaternion.Inverse(Placement.Rotation) * (Placement.Rotation * myDoorway.LocalRotation));

            Vector3 targetPosition = otherDoorway.Position;

            Placement.Position = targetPosition - (myDoorway.Position - Placement.Position);
        }
 public DoorwayPair(TileProxy previousTile, DoorwayProxy previousDoorway, TileProxy nextTemplate, DoorwayProxy nextDoorway, TileSet nextTileSet, float tileWeight, float doorwayWeight)
 {
     PreviousTile    = previousTile;
     PreviousDoorway = previousDoorway;
     NextTemplate    = nextTemplate;
     NextDoorway     = nextDoorway;
     NextTileSet     = nextTileSet;
     TileWeight      = tileWeight;
     DoorwayWeight   = doorwayWeight;
 }
Beispiel #5
0
        public void MakeConnection(DoorwayProxy a, DoorwayProxy b)
        {
            Debug.Assert(a != null && b != null);
            Debug.Assert(a != b);
            Debug.Assert(!a.Used && !b.Used);

            DoorwayProxy.Connect(a, b);
            var conn = new ProxyDoorwayConnection(a, b);

            Connections.Add(conn);
        }
        private bool IsValidDoorwayPairing(DoorwayProxy a, DoorwayProxy b, TileProxy nextTile, ref float weight)
        {
            // Enforce matching socket group
            if (!DoorwaySocket.CanSocketsConnect(a.Socket, b.Socket))
            {
                return(false);
            }

            // Enforce facing-direction
            Vector3?forcedDirection = null;

            // If AllowRotation has been set to false, or if the tile to be placed disallows rotation, we must force a connection from the correct direction
            bool disallowRotation = (AllowRotation.HasValue && !AllowRotation.Value) || (nextTile != null && !nextTile.PrefabTile.AllowRotation);

            // Always enforce facing direction for vertical doorways
            const float angleEpsilon = 1.0f;

            if (Vector3.Angle(a.Forward, UpVector) < angleEpsilon)
            {
                forcedDirection = -UpVector;
            }
            else if (Vector3.Angle(a.Forward, -UpVector) < angleEpsilon)
            {
                forcedDirection = UpVector;
            }
            else if (disallowRotation)
            {
                forcedDirection = -a.Forward;
            }

            if (forcedDirection.HasValue)
            {
                float       angleDiff    = Vector3.Angle(forcedDirection.Value, b.Forward);
                const float maxAngleDiff = 1.0f;

                if (angleDiff > maxAngleDiff)
                {
                    return(false);
                }
            }

            weight = CalculateDoorwayWeight(b);
            return(true);
        }
        private float CalculateDoorwayWeight(DoorwayProxy doorway)
        {
            // Assign a random weight initially
            float weight = (float)RandomStream.NextDouble();

            float straightenChance    = (Archetype == null) ? 0.0f : Archetype.StraightenChance;
            bool  shouldTryStraighten = straightenChance > 0 && IsOnMainPath &&
                                        PreviousTile.UsedDoorways.Count() == 1 &&
                                        PreviousTile.UsedDoorways.First().Forward == -doorway.Forward;

            if (shouldTryStraighten)
            {
                double rnd = RandomStream.NextDouble();

                // Heavily scew weight in favour of picking doorways that would continue the dungeon in a straight line
                if (rnd < straightenChance)
                {
                    weight *= 100;
                }
            }

            return(weight);
        }
Beispiel #8
0
        public TileProxy(TileProxy existingTile)
        {
            Prefab     = existingTile.Prefab;
            PrefabTile = existingTile.PrefabTile;
            Placement  = new TilePlacementData(existingTile.Placement);

            // Copy proxy doorways
            Doorways = new ReadOnlyCollection <DoorwayProxy>(doorways);

            foreach (var existingDoorway in existingTile.doorways)
            {
                var doorway = new DoorwayProxy(this, existingDoorway.Index, existingDoorway.Socket, existingDoorway.LocalPosition, existingDoorway.LocalRotation);
                doorways.Add(doorway);

                if (existingTile.Entrance == existingDoorway)
                {
                    Entrance = doorway;
                }
                if (existingTile.Exit == existingDoorway)
                {
                    Exit = doorway;
                }
            }
        }
Beispiel #9
0
 public ProxyDoorwayConnection(DoorwayProxy a, DoorwayProxy b)
 {
     A = a;
     B = b;
 }