Example #1
0
        private void CreateAndSpawnPlayers(GameModePvEConfig gameMode, LevelStageConfig levelStageConfig,
                                           GameLevelGridModel levelGridModel)
        {
            var playerConfigs = gameMode.PlayerConfigs;
            var spawnCorners  = levelStageConfig.PlayersSpawnCorners;

            Assert.IsTrue(playerConfigs.Length <= spawnCorners.Length, "players count greater than the level spawn corners");

            var zip = spawnCorners.Zip(playerConfigs, (spawnCorner, playerConfig) => (spawnCorner, playerConfig));

            foreach (var(spawnCorner, playerConfig) in zip)
            {
                var playerInput = _inputService.RegisterPlayerInput(playerConfig);

                var player = _gameFactory.CreatePlayer(playerConfig, playerInput);
                Assert.IsNotNull(player);

                var position = levelGridModel.GetCornerWorldPosition(spawnCorner);

                var go = _gameFactory.SpawnEntity(playerConfig.HeroConfig, position);
                Assert.IsNotNull(go);

                var hero = (IHero)go.GetComponent <HeroController>();
                player.AttachHero(hero, playerInput);

                Game.LevelManager.AddPlayer(playerConfig.PlayerTagConfig, player);
            }
        }
Example #2
0
        private void CreateAndSpawnEnemies(LevelStageConfig levelStageConfig)
        {
            var enemySpawnElements = levelStageConfig.Enemies;

            foreach (var enemySpawnElement in enemySpawnElements)
            {
                var enemy = _gameFactory.CreateEnemy(enemySpawnElement.EnemyConfig);
                Assert.IsNotNull(enemy);

                Game.LevelManager.AddEnemy(enemySpawnElement.EnemyConfig, enemy);
            }
        }
        public GameLevelGridModel(LevelStageConfig levelStageConfig)
        {
            _size = math.int2(levelStageConfig.ColumnsNumber, levelStageConfig.RowsNumber);
            Assert.IsTrue(math.all(_size % 2 != int2.zero));

            var playersSpawnCorners = levelStageConfig.PlayersSpawnCorners;
            var softBlocksCoverage = levelStageConfig.SoftBlocksCoverage;

            var reservedCellsIndices = new HashSet<int>(
                playersSpawnCorners
                    .SelectMany(
                        corner =>
                        {
                            var coordinate = corner * (_size - 1);
                            var offset = math.select(-1, 1, corner == int2.zero);

                            return new[]
                            {
                                GetFlattenCellCoordinate(coordinate),
                                GetFlattenCellCoordinate(math.mad(math.int2(1, 0), offset, coordinate)),
                                GetFlattenCellCoordinate(math.mad(math.int2(0, 1), offset, coordinate))
                            };
                        }
                    )
            );

            var reservedCellsNumber = reservedCellsIndices.Count;

            var totalCellsNumber = _size.x * _size.y - reservedCellsNumber;

            var hardBlocksNumber = (_size.x - 1) * (_size.y - 1) / 4;
            var softBlocksNumber = (int) math.round((totalCellsNumber - hardBlocksNumber) * softBlocksCoverage / 100.0f);
            var floorCellsNumber = totalCellsNumber - softBlocksNumber - hardBlocksNumber;

            var cellTypeNumbers = math.int2(floorCellsNumber, softBlocksNumber);

            var powerUpItems = levelStageConfig.PowerUpItems;
            var softBlocksPerPowerUpItem = softBlocksNumber / powerUpItems.Length;

            Random.InitState(levelStageConfig.RandomSeed);
            var powerItemsIndices = new HashSet<int>(
                Enumerable
                    .Range(0, powerUpItems.Length)
                    .Select(i => Random.Range(i * softBlocksPerPowerUpItem, (i + 1) * softBlocksPerPowerUpItem))
            );

            _grid = Enumerable
                .Range(0, totalCellsNumber + reservedCellsNumber)
                .Select(
                    index =>
                    {
                        if (reservedCellsIndices.Contains(index))
                            return GridTileType.FloorTile;

                        var coordinate = math.int2(index % _size.x, index / _size.x);
                        if (math.all(coordinate % 2 == 1))
                            return GridTileType.HardBlock;

                        var range = (int2) (cellTypeNumbers == int2.zero);

                        var softBlockOdds = (int) (cellTypeNumbers.y * 100.0f / (cellTypeNumbers.x + cellTypeNumbers.y));

                        var typeIndex = Convert.ToInt32(Random.Range(0, 100) < softBlockOdds);
                        typeIndex = math.clamp(typeIndex, range.x, 2 - range.y);

                        var tileType = typeIndex == 0 ? GridTileType.FloorTile : GridTileType.SoftBlock;

                        if (tileType == GridTileType.SoftBlock && powerItemsIndices.Contains(cellTypeNumbers[typeIndex]))
                            tileType |= GridTileType.PowerUpItem;

                        --cellTypeNumbers[typeIndex];

                        return tileType;
                    }
                )
                .ToArray();

            // Random.InitState(new System.Random().Next());
        }