Example #1
0
    //checks if a position on map is valid for door placement
    //and if so places the correct, randomized doords from sent prefabs
    private void TryPlaceDoor(Map map, GameObject[,] wallLayerTiles, GameObject[] horizontalDoorPrefabs, GameObject[] verticalDoorPrefabs, Coords2 coords)
    {
        if (coords.x <= 1 || coords.y <= 1 || coords.x >= map.width || coords.y >= map.height)
        {
            return;
        }

        Coords2 northCoords = DirectionHelper.NorthOf(coords);
        Coords2 southCoords = DirectionHelper.SouthOf(coords);
        Coords2 westCoords  = DirectionHelper.WestOf(coords);
        Coords2 eastCoords  = DirectionHelper.EastOf(coords);

        GameObject north = wallLayerTiles[northCoords.x, northCoords.y];
        GameObject south = wallLayerTiles[southCoords.x, southCoords.y];
        GameObject west  = wallLayerTiles[westCoords.x, westCoords.y];
        GameObject east  = wallLayerTiles[eastCoords.x, eastCoords.y];

        if (north != null && south != null)
        {
            if (west != null || east != null)
            {
                return;
            }

            wallLayerTiles[coords.x, coords.y] = RandomizeTile(horizontalDoorPrefabs);
        }
        else if (west != null && east != null)
        {
            if (north != null || south != null)
            {
                return;
            }

            wallLayerTiles[coords.x, coords.y] = RandomizeTile(verticalDoorPrefabs);
        }
    }
Example #2
0
 public GameObject GetWallTileEastOf(Coords2 coords)
 {
     return(GetTile(DirectionHelper.EastOf(coords), wallTileLayer));
 }