Beispiel #1
0
 bool EvalMeshElement(MapElement mapElement)
 {
     return(evalTags.Matches(mapElement.tags));
 }
Beispiel #2
0
        void AddRecursiveRooms(ArrayGrid <MapElement> map, MapElement roomElement, Vector2Int minRoomSize, Rect room, bool withDoors = true)
        {
            int sizeX = (int)room.size.x;

            if (sizeX % 2 != 0)
            {
                sizeX -= GameRNG.CoinToss() ? 1 : 0;
            }

            int sizeY = (int)room.size.y;

            if (sizeY % 2 != 0)
            {
                sizeY -= GameRNG.CoinToss() ? 1 : 0;
            }

            bool splitHorizontal = false;

            if (sizeY * 4 > sizeX)
            {
                splitHorizontal = true;
            }
            if (sizeX * 4 > sizeY)
            {
                splitHorizontal = false;
            }
            else
            {
                splitHorizontal = GameRNG.CoinToss();
            }

            if (splitHorizontal)
            {
                if (sizeY / 2 < minRoomSize.y)
                {
                    return;
                }
                int split = sizeY / 2 + GameRNG.Rand(sizeY / 2 - (int)minRoomSize.y);
                for (int x = (int)room.min.x; x < (int)room.max.x; ++x)
                {
                    map[x, (int)room.min.y + split] = roomElement;
                }

                if (withDoors)
                {
                    map[(int)room.min.x + GameRNG.Rand(sizeX - 1) + 1, (int)room.min.y + split] = defaultDoorElement;
                }

                Rect       newRoom = room;
                Vector2Int newMax  = newRoom.max.ToInt();
                newMax.y    = room.min.ToInt().y + split;
                newRoom.max = newMax;
                AddRecursiveRooms(map, roomElement, minRoomSize, newRoom, withDoors);

                newRoom = room;
                Vector2Int newMin = newRoom.min.ToInt();
                newMin.y    = room.min.ToInt().y + split;
                newRoom.min = newMin;
                AddRecursiveRooms(map, roomElement, minRoomSize, newRoom, withDoors);
            }
            else
            {
                if (sizeX / 2 < minRoomSize.x)
                {
                    return;
                }
                int split = sizeX / 2 + GameRNG.Rand(sizeX / 2 - (int)minRoomSize.x);
                for (int y = (int)room.min.y; y < (int)room.max.y; ++y)
                {
                    map[(int)room.min.x + split, y] = roomElement;
                }

                if (withDoors)
                {
                    map[(int)room.min.x + split, (int)room.min.y + GameRNG.Rand(sizeY - 1) + 1] = defaultDoorElement;
                }

                Rect       newRoom = room;
                Vector2Int newMax  = newRoom.max.ToInt();
                newMax.x    = room.min.ToInt().x + split;
                newRoom.max = newMax;
                AddRecursiveRooms(map, roomElement, minRoomSize, newRoom, withDoors);

                newRoom = room;
                Vector2Int newMin = newRoom.min.ToInt();
                newMin.x    = room.min.ToInt().x + split;
                newRoom.min = newMin;
                AddRecursiveRooms(map, roomElement, minRoomSize, newRoom, withDoors);
            }
        }