Ejemplo n.º 1
0
    private void Awake()
    {
        src           = GetComponent <AudioSource>();
        numOfRoomtype = new int[(int)AddRoom.RoomTypes.len];
        cam           = FindObjectOfType <CameraController>();
        if (FindObjectOfType <PlayerController>() == null)
        {
            Invoke("SpawnPlayer", 0.5f);
        }
        Invoke("SpawnBoss", waitTime);
        Invoke("SpawnBosskey", waitTime);

        //Spawn the starting room
        if (!randomStart)
        {
            obj = Instantiate(initialSpawn, Vector3.zero, Quaternion.identity);
        }
        else
        {
            obj = Instantiate(allRooms[Random.Range(0, allRooms.Length)], transform.position, Quaternion.identity);
        }

        //Get reference to current room spawned
        AddRoom curRoom = obj.GetComponent <AddRoom>();

        curRoom.roomType = AddRoom.RoomTypes.player;
        curRoom.ChangeRoom(AddRoom.RoomTypes.player);
        //Debug.Log("Room type number: " + (int)curRoom.roomType);
        //Add to current number of rooms of that type
        AddRoomType(curRoom.roomType, obj);
        //Instantiate the rooms background for debugging
        curRoom.thisRoomsSprite = Instantiate(roomSprites[(int)curRoom.roomType], transform.position, Quaternion.identity);
    }
Ejemplo n.º 2
0
    void Spawn()
    {
        if (spawned == false)
        {
            if (openingDirection == 1)
            {
                if (templates.rooms.Count < templates.maxRooms)
                {
                    //Need to spawn a room with a bottom door
                    obj = Instantiate(templates.bottomRooms[Random.Range(0, templates.bottomRooms.Length)], transform.position, Quaternion.identity);
                    //If the spawnpoints spawn enemies too we can call that function from here
                    //obj.GetComponent<EnemySpawner>().SpawnThings()
                    //That, or the EnemySpawner could be called in OnEnable of whatever gameobject its attached to
                }
                else
                {
                    obj = Instantiate(templates.bottomEndRoom, transform.position, Quaternion.identity);
                }
            }
            else if (openingDirection == 2)
            {
                if (templates.rooms.Count < templates.maxRooms)
                {
                    //Need to spawn a room with a top door
                    obj = Instantiate(templates.topRooms[Random.Range(0, templates.topRooms.Length)], transform.position, Quaternion.identity);
                }
                else
                {
                    obj = Instantiate(templates.topEndRoom, transform.position, Quaternion.identity);
                }
            }
            else if (openingDirection == 3)
            {
                if (templates.rooms.Count < templates.maxRooms)
                {
                    //Need to spawn a room with a left door
                    obj = Instantiate(templates.leftRooms[Random.Range(0, templates.leftRooms.Length)], transform.position, Quaternion.identity);
                }
                else
                {
                    obj = Instantiate(templates.leftEndRoom, transform.position, Quaternion.identity);
                }
            }
            else if (openingDirection == 4)
            {
                if (templates.rooms.Count < templates.maxRooms)
                {
                    //Need to spawn a room with a right door
                    obj = Instantiate(templates.rightRooms[Random.Range(0, templates.rightRooms.Length)], transform.position, Quaternion.identity);
                }
                else
                {
                    obj = Instantiate(templates.rightEndRoom, transform.position, Quaternion.identity);
                }
            }

            templates = FindObjectOfType <RoomTemplates>();

            //Pick a procedural room type
            //Debug.Log((int)AddRoom.RoomTypes.len);
            //int n = Random.Range(0, (int)RoomTypes.len - 3);
            float ran = Random.value;
            for (int i = 0; i < (int)AddRoom.RoomTypes.len - 3; i++)
            {
                if (ran < templates.chancePerRoom[i])
                {
                    //Debug.Log("Spawning a room: " + i);
                    if (templates.maxOfRoomtype[i] > templates.NumOfRooms(i))
                    {
                        AddRoom rm = obj.GetComponent <AddRoom>();
                        //rm.roomType = (AddRoom.RoomTypes)i;
                        rm.ChangeRoom((AddRoom.RoomTypes)i);
                        //Debug.Log((AddRoom.RoomTypes)i + " Room");
                        break;
                    }
                }
            }
            //Get reference to current room spawned
            curRoom = obj.GetComponent <AddRoom>();
            //Add to current number of rooms of that type
            templates.AddRoomType(curRoom.roomType, obj);
            //Instantiate the rooms background for debugging
            curRoom.thisRoomsSprite = Instantiate(templates.roomSprites[(int)curRoom.roomType], transform.position, Quaternion.identity);
            spawned = true;
        }
    }