public IEnumerator generateGeometry(QMazeEngine mazeEngine, List<QMazeOutput>[][] mazeArray, float maxTime = 0.1f) { Vector3 transformPosition = transform.position; Quaternion transformRotation = transform.rotation; transform.rotation = Quaternion.identity; float time = Time.realtimeSinceStartup; int mazeWidth = mazeEngine.mazeWidth; int mazeHeight = mazeEngine.mazeHeight; float mazeSize = mazeWidth * mazeHeight; float count = 0; instantiatingProgress = 0; bool wasError = false; QMazePiecePack piecePack = mazeEngine.piecePack; List<QMazePiece> pieces = piecePack.toMazePieceList(); for (int i = 0; i < pieces.Count; i++) { if ((!pieces[i].use && !pieces[i].require) || pieces[i].type == QMazePieceType.Start || pieces[i].type == QMazePieceType.Finish) { pieces.RemoveAt(i); i--; } } for (int ix = 0; ix < mazeWidth; ix++) { for (int iy = 0; iy < mazeHeight; iy++) { List<QMazeOutput> mazeOutputData = mazeArray[ix][iy]; QMazePiece targetPiece = null; if (QListUtil.has(mazeEngine.startPointList, ix, iy) && mazeOutputData != null && piecePack.getPiece(QMazePieceType.Start).checkFit(mazeOutputData)) { targetPiece = piecePack.getPiece(QMazePieceType.Start); } else if (QListUtil.has(mazeEngine.finishPointList, ix, iy) && mazeOutputData != null && piecePack.getPiece(QMazePieceType.Finish).checkFit(mazeOutputData)) { targetPiece = piecePack.getPiece(QMazePieceType.Finish); } else { QListUtil.Shuffle<QMazePiece>(pieces); for (int i = 0; i < pieces.Count; i++) { if (pieces[i].checkFit(mazeOutputData)) { targetPiece = pieces[i]; break; } } } if (targetPiece == null) { if (mazeEngine.pointInMaze(new QVector2Int(ix, iy)) || mazeEngine.obstacleIsEmpty) { targetPiece = piecePack.getPiece(QMazePieceType.Empty); } else { continue; } } else if (targetPiece.geometryList.Count == 0) { if (mazeEngine.pointInMaze(new QVector2Int(ix, iy))) { if (!wasError) { wasError = true; Debug.LogWarning("QMaze: Geometry for " + targetPiece.type + " piece is not found. Please check that geometry is specified for it in the piece pack."); } } continue; } GameObject prefab = targetPiece.geometryList[QMath.getRandom(0, targetPiece.geometryList.Count)]; GameObject go; #if UNITY_EDITOR if (Application.isPlaying) { go = (GameObject)GameObject.Instantiate(prefab, new Vector3(), Quaternion.AngleAxis(randomPiecesRotation ? ((int)(UnityEngine.Random.value * 360 / 90)) * 90 : -targetPiece.getRotation(), Vector3.up)); } else { go = (GameObject)PrefabUtility.InstantiatePrefab(prefab); go.transform.rotation = Quaternion.AngleAxis(randomPiecesRotation ? ((int)(UnityEngine.Random.value * 360 / 90)) * 90 : -targetPiece.getRotation(), Vector3.up); } #else go = (GameObject)GameObject.Instantiate(prefab, new Vector3(), Quaternion.AngleAxis(randomPiecesRotation ? ((int)(UnityEngine.Random.value * 360 / 90)) * 90 : -targetPiece.getRotation(), Vector3.up)); #endif go.transform.position = transformPosition + new Vector3(ix * mazeEngine.mazePieceWidth, 0, -iy * mazeEngine.mazePieceHeight); Vector3 scale = go.transform.localScale; go.transform.parent = transform; go.transform.localScale = scale; count++; instantiatingProgress = count / mazeSize; if (Time.realtimeSinceStartup - time > maxTime) { time = Time.realtimeSinceStartup; yield return null; } } } transform.rotation = transformRotation; }
public IEnumerator generateGeometry(QMazeEngine mazeEngine, List <QMazeOutput>[][] mazeArray, float maxTime = 0.1f) { Vector3 transformPosition = transform.position; Quaternion transformRotation = transform.rotation; transform.rotation = Quaternion.identity; float time = Time.realtimeSinceStartup; int mazeWidth = mazeEngine.mazeWidth; int mazeHeight = mazeEngine.mazeHeight; float mazeSize = mazeWidth * mazeHeight; float count = 0; instantiatingProgress = 0; bool wasError = false; QMazePiecePack piecePack = mazeEngine.piecePack; List <QMazePiece> pieces = piecePack.toMazePieceList(); for (int i = 0; i < pieces.Count; i++) { if ((!pieces[i].use && !pieces[i].require) || pieces[i].type == QMazePieceType.Start || pieces[i].type == QMazePieceType.Finish) { pieces.RemoveAt(i); i--; } } for (int ix = 0; ix < mazeWidth; ix++) { for (int iy = 0; iy < mazeHeight; iy++) { List <QMazeOutput> mazeOutputData = mazeArray[ix][iy]; QMazePiece targetPiece = null; if (QListUtil.has(mazeEngine.startPointList, ix, iy) && mazeOutputData != null && piecePack.getPiece(QMazePieceType.Start).checkFit(mazeOutputData)) { targetPiece = piecePack.getPiece(QMazePieceType.Start); } else if (QListUtil.has(mazeEngine.finishPointList, ix, iy) && mazeOutputData != null && piecePack.getPiece(QMazePieceType.Finish).checkFit(mazeOutputData)) { targetPiece = piecePack.getPiece(QMazePieceType.Finish); } else { QListUtil.Shuffle <QMazePiece>(pieces); for (int i = 0; i < pieces.Count; i++) { if (pieces[i].checkFit(mazeOutputData)) { targetPiece = pieces[i]; break; } } } if (targetPiece == null) { if (mazeEngine.pointInMaze(new QVector2Int(ix, iy)) || mazeEngine.obstacleIsEmpty) { targetPiece = piecePack.getPiece(QMazePieceType.Empty); } else { continue; } } else if (targetPiece.geometryList.Count == 0) { if (mazeEngine.pointInMaze(new QVector2Int(ix, iy))) { if (!wasError) { wasError = true; Debug.LogWarning("QMaze: Geometry for " + targetPiece.type + " piece is not found. Please check that geometry is specified for it in the piece pack."); } } continue; } GameObject prefab = targetPiece.geometryList[QMath.getRandom(0, targetPiece.geometryList.Count)]; GameObject go; #if UNITY_EDITOR if (Application.isPlaying) { go = (GameObject)GameObject.Instantiate(prefab, new Vector3(), Quaternion.AngleAxis(randomPiecesRotation ? ((int)(UnityEngine.Random.value * 360 / 90)) * 90 : -targetPiece.getRotation(), Vector3.up)); } else { go = (GameObject)PrefabUtility.InstantiatePrefab(prefab); go.transform.rotation = Quaternion.AngleAxis(randomPiecesRotation ? ((int)(UnityEngine.Random.value * 360 / 90)) * 90 : -targetPiece.getRotation(), Vector3.up); } #else go = (GameObject)GameObject.Instantiate(prefab, new Vector3(), Quaternion.AngleAxis(randomPiecesRotation ? ((int)(UnityEngine.Random.value * 360 / 90)) * 90 : -targetPiece.getRotation(), Vector3.up)); #endif go.transform.position = transformPosition + new Vector3(ix * mazeEngine.mazePieceWidth, 0, -iy * mazeEngine.mazePieceHeight); Vector3 scale = go.transform.localScale; go.transform.parent = transform; go.transform.localScale = scale; count++; instantiatingProgress = count / mazeSize; if (Time.realtimeSinceStartup - time > maxTime) { time = Time.realtimeSinceStartup; yield return(null); } } } transform.rotation = transformRotation; }