Ejemplo n.º 1
0
	private void placeEnemies(Transform room, FullRoom f)
	{
		List<GameObject> enemiesToAdd = new List<GameObject>();
		List<Vector3>    posToAdd = new List<Vector3>();
		foreach(Transform child in room.transform)
		{
			if (child.tag.Equals("Spawns"))
			{
				if (Random.Range (0, 100) < 50) continue;
				
				int enemyNumber = Random.Range(0, 5);
				GameObject enemy = enemies[enemyNumber] as GameObject;
				posToAdd.Add(child.position + enemy.GetComponent<Transform>().transform.position + roomPos);
				enemiesToAdd.Add (enemy);
				
				//Instantiate(enemies[enemyNumber], child.position + enemy.GetComponent<Transform>().transform.position + roomPos, enemy.GetComponent<Transform>().transform.rotation);
				
			}
		}
		f.setEnemies(enemiesToAdd, posToAdd);
	}
Ejemplo n.º 2
0
	private void loadMap()
	{
		int row = 0, col = 0;
		foreach (var i in floor.getFloor ())
		{
			col = 0;
			foreach(Tile tile in i)
			{
				if (!(tile.getTag() == " "))
				{
					FullRoom toAdd = new FullRoom();
					toAdd.setPos (row, col);
					
					
					GameObject room = pickRoom (tile) as GameObject;
					toAdd.setRoom(room);
					
					//Instantiate  (room, roomPos, new Quaternion());
					placeWalls   (tile, toAdd);
					
					if (tile.getTag() != "S" && tile.getTag () != "T" && tile.getTag() != "B")
					{
						placeEnemies (room.GetComponent<Transform>(), toAdd);
					}
					fullRooms.Add (toAdd);	
				}
				
				roomPos.x += floorSize;
				++col;
			}
			roomPos.x  = 0;
			roomPos.z += floorSize;
			++row;
		}
	}
Ejemplo n.º 3
0
	private void placeWalls(Tile tile, FullRoom f)
	{
		List<GameObject> wallsToAdd = new List<GameObject>();
		List<Vector3> posToAdd = new List<Vector3>();
		List<Quaternion> rotToAdd = new List<Quaternion>();
		for (int i = 0; i < 4; ++i)
		{
			if (tile.getDoor (i))
			{
				Object temp = new Object();
				temp = walls[0];
				switch(i)
				{
				case 1:
				{
					if (!doorPlaced (tile, i))
					{
						GameObject wall = new GameObject();
						wall = temp as GameObject;
						posToAdd.Add (new Vector3(roomPos.x + 20.005f, 5, roomPos.z + 12.5f));
						wallsToAdd.Add (wall);
						rotToAdd.Add (new Quaternion());
						//Instantiate(temp, new Vector3(roomPos.x + 20.005f, 5, roomPos.z + 12.5f), new Quaternion());
						tile.setPlacedDoor(i);
					}
					break;
				}
				case 3:
				{
					if (!doorPlaced (tile, i))
					{
						GameObject wall = new GameObject();
						wall = temp as GameObject;
						posToAdd.Add(new Vector3(roomPos.x - 20.005f, 5, roomPos.z - 12.5f));
						wallsToAdd.Add (wall);
						rotToAdd.Add(new Quaternion());
						//Instantiate(temp, new Vector3(roomPos.x - 20.005f, 5, roomPos.z - 12.5f), new Quaternion());
						tile.setPlacedDoor(i);
					}
					break;
				}
				case 0:
				{
					if (!doorPlaced (tile, i))
					{
						GameObject g = new GameObject();
						g = temp as GameObject;
						g.transform.Rotate(90, 0, 0);
						posToAdd.Add(new Vector3(roomPos.x - 12.5f, 5, roomPos.z - 20.005f));
						wallsToAdd.Add (g);
						rotToAdd.Add(g.transform.rotation);
						//Instantiate(g, new Vector3(roomPos.x - 12.5f, 5, roomPos.z - 20.005f), g.transform.rotation);
						g.transform.Rotate(-90, 0, 0);
						tile.setPlacedDoor(i);
					}
					break;
				}
				case 2:
				{
					if (!doorPlaced (tile, i))
					{
						GameObject g = new GameObject();
						g = temp as GameObject;
						g.transform.Rotate(90, 0, 0);
						posToAdd.Add( new Vector3(roomPos.x + 12.5f, 5, roomPos.z + 20.005f));
						
						wallsToAdd.Add (g);
						rotToAdd.Add(g.transform.rotation);
						//Instantiate(g, new Vector3(roomPos.x + 12.5f, 5, roomPos.z + 20.005f), g.transform.rotation);
						g.transform.Rotate(-90, 0, 0);
						tile.setPlacedDoor(i);
					}
					break;
				}
				}
			}
			else
			{
				Object temp = new Object();
				temp = walls[1];
				switch(i)
				{
				case 1:
				{
					GameObject wall = temp as GameObject;
					posToAdd.Add(new Vector3(roomPos.x + 20.005f, 5, roomPos.z));
					wallsToAdd.Add (wall);
					rotToAdd.Add(new Quaternion());
					//Instantiate(temp, new Vector3(roomPos.x + 20.005f, 5, roomPos.z), new Quaternion());
					break;
				}
				case 3:
				{
					GameObject wall = temp as GameObject;
					posToAdd.Add(new Vector3(roomPos.x - 20.005f, 5, roomPos.z));
					wallsToAdd.Add (wall);
					rotToAdd.Add(new Quaternion());
					//Instantiate(temp, new Vector3(roomPos.x - 20.005f, 5, roomPos.z), new Quaternion());
					break;
				}
				case 0:
				{
					GameObject g = temp as GameObject;
					g.transform.Rotate(90, 0, 0);
					posToAdd.Add(new Vector3(roomPos.x, 5, roomPos.z - 20.005f));
					wallsToAdd.Add (g);
					rotToAdd.Add(g.transform.rotation);
					//Instantiate(g, new Vector3(roomPos.x, 5, roomPos.z - 20.005f), g.transform.rotation);
					g.transform.Rotate(-90, 0, 0);
					break;
				}
				case 2:
				{
					GameObject g = temp as GameObject;
					g.transform.Rotate(90, 0, 0);
					posToAdd.Add(new Vector3(roomPos.x, 5, roomPos.z + 20.005f));
					wallsToAdd.Add (g);
					rotToAdd.Add(g.transform.rotation);
					//Instantiate(g, new Vector3(roomPos.x, 5, roomPos.z + 20.005f), g.transform.rotation);
					g.transform.Rotate(-90, 0, 0);
					break;
				}
				}
			}
		}
		f.setWalls (wallsToAdd, posToAdd, rotToAdd);
	}