public void LoadBaseLevel() { loading = true; MazeRoom mainRoom = new MazeRoom(new Rect(5, 5, 11, 11)); LevelDepthConfig depthConfig = generalLevelConfig.GetLevelDepthConfiguration(-1); LevelConfig levelConfig = Resources.Load <LevelConfig>("LevelConfigs/base"); levelConfig.Randomize(); MapGenerator.Initialize(levelConfig, depthConfig, ReadyWithBase); //MazeCarver carver = mapGenerator.InitializeCarver(worldRect, mapGenerator, levelConfig, depthConfig); MazeCarver carver = MapGenerator.InitializeCarver(); MapGenerator.PlaceRoom(mainRoom); carver.FillWithHallway(); //carver.RemoveFalseWalls(); carver.Create3DWalls(); carver.CreateNavMeshes(); mapPopulator = MapGenerator.InitializeMapPopulator(); //mapPopulator.SpawnKeyAt(mapGenerator.GetScaled(new Vector3(10, 10, 0))); SpawnWandAt(new Vector3(9, 9, 0), depthConfig.PowerLevel); SpawnWandAt(new Vector3(7, 9, 0), depthConfig.PowerLevel); SpawnWandAt(new Vector3(9, 7, 0), depthConfig.PowerLevel); Dummy dummyPrefab = Resources.Load <Dummy>("Dummy"); Dummy dummy = Instantiate(dummyPrefab, MapGenerator.transform); dummy.transform.position = MapGenerator.GetScaled(new Vector3(13, 13, 0)); mapPopulator.SpawnEndAt(MapGenerator.GetScaled(new Vector3(10, 10, 0))); player = mapPopulator.SpawnPlayerAt(MapGenerator.GetScaled(new Vector3(7, 7, 0))); mapPopulator.SetUpCamera(player); //fullscreenFade.FadeOut(ReadyWithBase); }
public void Initialize(LevelConfig levelConfig, LevelDepthConfig levelDepthConfig, GenerationComplete callback) { completeCallback = callback; depthConfig = levelDepthConfig; config = levelConfig; mapPopulatorPrefab = Resources.Load <MapPopulator>("MapPopulator"); world = new Rect(0, 0, config.Width, config.Height); rooms = new List <MazeRoom>(); Debug.Log("Creating world with size: " + config.Width + ", " + config.Height); }
public void Initialize(MapGenerator mapGenerator, LevelDepthConfig levelDepthConfig) { this.mapGenerator = mapGenerator; depthConfig = levelDepthConfig; meleeCreepPrefab = Resources.Load <Meleeer>("MeleeEnemy"); rangeCreepPrefab = Resources.Load <Ranger>("RangeEnemy"); keyPrefab = Resources.Load <Key>("Key"); mapGenerator.HideWorldSprite(); mapGenerator.Rooms.ForEach(room => room.HideImage()); GameObject ui = GameObject.FindGameObjectWithTag("UI"); //ui.SetActive(true); }
public void LoadLevel() { LevelConfig config = GetLevelConfig(); if (config == null) { GetMenu().ShowEnd( "The end.\nZarguuf defeated all his apprentices and continued on with his Saturday morning." ); return; } LevelDepthConfig depthConfig = generalLevelConfig.GetLevelDepthConfiguration(levelNumber - 1); config.Randomize(); LootManager.main.SetConfig(depthConfig); MapGenerator.Initialize(config, depthConfig, AfterLevelIsLoaded); MapGenerator.CreateWorld(); levelNumber += 1; }
public void Initialize(Rect world, MapGenerator mapGen, LevelConfig levelConfig, LevelDepthConfig levelDepthConfig) { config = levelConfig; depthConfig = levelDepthConfig; if (wallPrefab == null) { wallPrefab = (GameObject)Resources.Load("Wall"); } mapGenerator = mapGen; nodes = new MazeNode[config.Height][]; for (int y = 0; y < config.Height; y += 1) { nodes[y] = new MazeNode[config.Width]; for (int x = 0; x < config.Width; x += 1) { nodes[y][x] = null; } } worldRect = world; }
public void SetConfig(LevelDepthConfig levelDepthConfig) { depthConfig = levelDepthConfig; LoadPrefabs(); }