Ejemplo n.º 1
0
    public static GameObject selectNode(GameObject self, float distance, int counter, GameObject lastNode)
    {
        //If counter is still low, choose a normal node. As counter increases,
        //chance of selecting a super node increases. Also, will try not to
        //go to the last node visited.
        bool selected = false;
        int  superOptions;

        GameObject[] nodes;
        nodes = Sense.nearbyNodes(self, distance);
        if (nodes == null)
        {
            return(null);
        }
        GameObject[] exits;
        exits = Sense.exitNodes(nodes);
        int options = nodes.Length;

        if (exits != null)
        {
            superOptions = exits.Length;
        }
        else
        {
            superOptions = 0;
        }
        float      superWeight = counter / 15;  //10 is a magic number right now. This is the amount of steps to take within a room.
        GameObject result      = lastNode;

        if (lastNode.GetComponent <NodeScript>().isSuper&& superOptions == 1 && !lastNode.GetComponent <NodeScript>().isOff&& Random.value < superWeight && exits != null)
        {
            //Debug.Log("Returned to "+lastNode+" because we wanted to escape, but also dead end.");
            return(lastNode);            //if we wanna get out, but there's only one option, use this.
        }


        else if (options == 1 && !lastNode.GetComponent <NodeScript>().isOff)
        {
            //Debug.Log ("Returned to " + lastNode+ " because we hit a dead end.");
            return(lastNode);            //if there's only one option, we're at a dead end, and we need to go back.
        }

        else if (Random.value < superWeight && exits != null)        //try to find an exit node instead
        {
            while (!selected)
            {
                int choice = Random.Range(0, superOptions);
                if (exits[choice] != lastNode)                 // Makes sure the returned node isn't where we just came from.
                {
                    selected = true;                           //Tries over and over until it comes up with one.
                    result   = exits[choice];
                }
                else
                {
                    selected = false;
                }
            }
            //Debug.Log ("We chose " + result+ " because we wanted a SuperNode.");
            return(result);
        }
        else if (nodes != null)        //Settle for a normal node, possibly a super node.
        {
            while (!selected)
            {
                int choice = Random.Range(0, options);
                if (nodes[choice] != lastNode)
                {
                    selected = true;
                    result   = nodes[choice];
                }
                else
                {
                    selected = false;
                }
            }
            //Debug.Log (result+ " was chosen from "+options+" choices.");
            return(result);
        }
        else
        {
            return(null);         //If there aren't any nodes in range, return null instead of crashing.
        }
    }