Ejemplo n.º 1
0
    public void NeighbourLogic(TileDirections closestNeighbour, Wall currentWall, RandomeBackground backgroundScript, int x, int y)
    {
        if (currentWall != null)
        {
            //If its a edge tile this happens
            if (closestNeighbour.edge)
            {
                if (closestNeighbour.wallNeighbours == 4)
                {
                    currentWall.innerWall = true;
                    return;
                }
                if (closestNeighbour.downEdge)
                {
                    currentWall.Rotate(1, true);
                }
                if (closestNeighbour.rightEdge)
                {
                    currentWall.Rotate(2, true);
                }
                if (closestNeighbour.upEdge)
                {
                    currentWall.Rotate(3, true);
                }
                if (closestNeighbour.leftEdge)
                {
                    currentWall.Rotate(4, true);
                }
                return;
            }

            //This happens if you have three neighbours
            if (closestNeighbour.wallNeighbours == 3)
            {
                if (closestNeighbour.up)
                {
                    currentWall.Rotate(1, true);
                }
                if (closestNeighbour.right)
                {
                    currentWall.Rotate(2, true);
                }
                if (closestNeighbour.down)
                {
                    currentWall.Rotate(3, true);
                }
                if (closestNeighbour.left)
                {
                    currentWall.Rotate(4, true);
                }
            }

            //This is the logic for if you have 4 neighbours
            if (closestNeighbour.wallNeighbours == 4)
            {
                currentWall.innerWall = true;
                return;
            }

            //This happens if you have no neighbours
            if (closestNeighbour.wallNeighbours == 0)
            {
                currentWall.SoloWall();
            }

            //This happens if you only have one neighbour
            if (closestNeighbour.wallNeighbours == 1)
            {
                //Pointing up
                if (closestNeighbour.left && closestNeighbour.up && closestNeighbour.right)
                {
                    currentWall.EndWall(1);
                }

                //Pointing right
                if (closestNeighbour.up && closestNeighbour.right && closestNeighbour.down)
                {
                    currentWall.EndWall(2);
                }

                //Pointing down
                if (closestNeighbour.right && closestNeighbour.down && closestNeighbour.left)
                {
                    currentWall.EndWall(3);
                }

                //Pointing left
                if (closestNeighbour.down && closestNeighbour.left && closestNeighbour.up)
                {
                    currentWall.EndWall(4);
                }
            }


            //This happens if you have 2 neighbours
            if (closestNeighbour.wallNeighbours == 2)
            {
                if (closestNeighbour.left && closestNeighbour.up)
                {
                    //Top left corner
                    currentWall.CornerLogic(1);
                }
                if (closestNeighbour.up && closestNeighbour.right)
                {
                    //Top right corner
                    currentWall.CornerLogic(2);
                }
                if (closestNeighbour.right && closestNeighbour.down)
                {
                    //Bottom right corner
                    currentWall.CornerLogic(3);
                }
                if (closestNeighbour.down && closestNeighbour.left)
                {
                    //Bottom left corner
                    currentWall.CornerLogic(4);
                }
                if (closestNeighbour.up && closestNeighbour.down)
                {
                    //up and down is walls
                    currentWall.CornerLogic(5);
                }
                if (closestNeighbour.right && closestNeighbour.left)
                {
                    //left and right is walls
                    currentWall.CornerLogic(6);
                }
            }
        }
        else
        {
            if (closestNeighbour.up)
            {
                backgroundScript.RoofSpikes();
            }
            if (closestNeighbour.down)
            {
                backgroundScript.RandomPlant();
            }

            if (closestNeighbour.up && !closestNeighbour.left && !closestNeighbour.right)
            {
                backgroundScript.canSpawnWater = true;
                waterSpawn.Add(backgroundScript);

                tmpX.Add(x);
                tmpY.Add(y);

                ceilSpawn.Add(new Vector3((-width / 2f + x + 0.5f), (-height / 2f + y), 0) * GameManager.globalScale);
            }
        }
    }
Ejemplo n.º 2
0
    public void NeighbourLogic(TileDirections closestNeighbour, Wall currentWall, RandomeBackground backgroundScript)
    {
        if (currentWall != null)
        {
            //If its a edge tile this happens
            if (closestNeighbour.edge)
            {
                if (closestNeighbour.wallNeighbours == 4)
                {
                    currentWall.innerWall = true;
                    return;
                }
                if (closestNeighbour.downEdge)
                {
                    currentWall.Rotate(1, true);
                }
                if (closestNeighbour.rightEdge)
                {
                    currentWall.Rotate(2, true);
                }
                if (closestNeighbour.upEdge)
                {
                    currentWall.Rotate(3, true);
                }
                if (closestNeighbour.leftEdge)
                {
                    currentWall.Rotate(4, true);
                }
                return;
            }

            //This happens if you have three neighbours
            if (closestNeighbour.wallNeighbours == 3)
            {
                if (closestNeighbour.up)
                {
                    currentWall.Rotate(1, true);
                }
                if (closestNeighbour.right)
                {
                    currentWall.Rotate(2, true);
                }
                if (closestNeighbour.down)
                {
                    currentWall.Rotate(3, true);
                }
                if (closestNeighbour.left)
                {
                    currentWall.Rotate(4, true);
                }
            }

            //This is the logic for if you have 4 neighbours
            if (closestNeighbour.wallNeighbours == 4)
            {
                currentWall.innerWall = true;
                return;
            }

            //This happens if you have no neighbours
            if (closestNeighbour.wallNeighbours == 0)
            {
                currentWall.SoloWall();
            }

            //This happens if you only have one neighbour
            if (closestNeighbour.wallNeighbours == 1)
            {
                //Pointing up
                if (closestNeighbour.left && closestNeighbour.up && closestNeighbour.right)
                {
                    currentWall.EndWall(1);
                }

                //Pointing right
                if (closestNeighbour.up && closestNeighbour.right && closestNeighbour.down)
                {
                    currentWall.EndWall(2);
                }

                //Pointing down
                if (closestNeighbour.right && closestNeighbour.down && closestNeighbour.left)
                {
                    currentWall.EndWall(3);
                }

                //Pointing left
                if (closestNeighbour.down && closestNeighbour.left && closestNeighbour.up)
                {
                    currentWall.EndWall(4);
                }
            }


            //This happens if you have 2 neighbours
            if (closestNeighbour.wallNeighbours == 2)
            {
                if (closestNeighbour.left && closestNeighbour.up)
                {
                    //Top left corner
                    currentWall.CornerLogic(1);
                }
                if (closestNeighbour.up && closestNeighbour.right)
                {
                    //Top right corner
                    currentWall.CornerLogic(2);
                }
                if (closestNeighbour.right && closestNeighbour.down)
                {
                    //Bottom right corner
                    currentWall.CornerLogic(3);
                }
                if (closestNeighbour.down && closestNeighbour.left)
                {
                    //Bottom left corner
                    currentWall.CornerLogic(4);
                }
            }
        }
        else
        {
            if (closestNeighbour.up)
            {
                backgroundScript.RoofSpikes();
            }
            if (closestNeighbour.down)
            {
                backgroundScript.RandomPlant();
            }
        }
    }