Example #1
0
    private void CreatePassage(MazeCell cell, MazeCell otherCell, MazeDirection direction)
    {
        MazePassage prefab = null;

        if (cell.room.cells.Count > maxRoomSize)
        {
            prefab = doorPrefab;
        }
        else
        {
            prefab = Random.value < doorProbability ? doorPrefab : passagePrefab;
        }
        MazePassage passage = Instantiate(prefab, this.transform) as MazePassage;

        passage.Initialize(cell, otherCell, direction);
        passage = Instantiate(prefab, this.transform) as MazePassage;
        if (passage is MazeDoor)
        {
            otherCell.Initialize(CreateRoom(cell.room.settingsIndex));
        }
        else
        {
            otherCell.Initialize(cell.room);
        }
        passage.Initialize(otherCell, cell, direction.GetOpposite());
    }
Example #2
0
    private void CreatePassage(MazeCell cell, MazeCell otherCell, MazeDirection direction)
    {
        MazePassage prefab  = Random.value < doorProbability ? doorPrefab : passagePrefab;
        MazePassage passage = Instantiate(prefab) as MazePassage;

        passage.Initialize(cell, otherCell, direction);
        //passage = Instantiate(prefab) as MazePassage;

        if (cell.room != otherCell.room && otherCell.room != null)
        {
            MazeRoom roomToAssimilate = otherCell.room;
            cell.room.Assimilate(roomToAssimilate);
            rooms.Remove(roomToAssimilate);
            Destroy(roomToAssimilate);
        }

        if (passage is MazeDoor)
        {
            otherCell.Initialize(CreateRoom(cell.room.settingsIndex));
        }
        else
        {
            otherCell.Initialize(cell.room);
        }

        passage.Initialize(otherCell, cell, direction.GetOpposite());
    }
Example #3
0
    private void CreatePassage(MazeCell cell, MazeCell otherCell, MazeDirection direction)
    {
        MazePassage prefab = Random.value < doorProbability ? doorPrefab : passagePrefab;
        //if(prefab == passagePrefab)
        //{
        //    prefab = Random.value < ennemyProbability ? ennemyPrefab : passagePrefab;
        //}

        MazePassage passage = Instantiate(prefab) as MazePassage;

        passage.transform.localScale = passage.transform.localScale * scale;

        passage.Initialize(cell, otherCell, direction);

        passage = Instantiate(prefab) as MazePassage;
        passage.transform.localScale = passage.transform.localScale * scale;
        if (passage is MazeDoor)
        {
            otherCell.Initialize(CreateRoom(cell.room.settingsIndex));
        }
        else
        {
            otherCell.Initialize(cell.room);
        }
        passage.Initialize(otherCell, cell, direction.GetOpposite());
    }
Example #4
0
    private void CreatePassage(MazeCell cell, MazeCell otherCell, MazeDirection direction)
    {
        MazePassage prefab = Random.value < doorProbability ? doorPrefab : passagePrefab;

        MazePassage passage = Instantiate(prefab) as MazePassage;

        passage.Initialize(cell, otherCell, direction);
        Vector3 localScale = new Vector3(1, 1, 1);

        if (passage is MazeDoor)
        {
            passage.transform.localScale = localScale;
        }

        passage = Instantiate(prefab) as MazePassage;

        // create room different from the one of cell ...
        if (passage is MazeDoor)
        {
            passage.transform.localScale = localScale;
            otherCell.Initialize(CreateRoom(cell.room.settingsIndex));
        }
        // or add next cell to same room
        else
        {
            otherCell.Initialize(cell.room);
        }

        passage.Initialize(otherCell, cell, direction.GetOpposite());
    }
Example #5
0
 private void CreatePassage(MazeCell cell, MazeCell otherCell, MazeDirection direction)
 {
     MazePassage prefab = Random.value < doorProbability ? doorPrefab : passagePrefab;
     MazePassage passage = Instantiate(prefab) as MazePassage;
     passage.Initialize(cell, otherCell, direction);
     passage = Instantiate(prefab) as MazePassage;
     if (passage is MazeDoor) {
         otherCell.Initialize(CreateRoom(cell.room.settingsIndex));
     }
     else {
         otherCell.Initialize(cell.room);
     }
     passage.Initialize(otherCell, cell, direction.GetOpposite());
 }
Example #6
0
    private void DoFirstGenerationStep(List <MazeCell> activeCells)
    {
        MazeCell newCell = CreateCell(RandomCoordinates);

        newCell.Initialize(CreateRoom(-1));
        activeCells.Add(newCell);
    }
Example #7
0
    private void DoFirstGenerationStep(List <MazeCell> activeCells, Transform mapHolder)
    {
        MazeCell newCell = CreateCell(RandomCoordinates, mapHolder);

        newCell.Initialize(CreateRoom(-1), false, useShaderMaterials);
        activeCells.Add(newCell);
    }
Example #8
0
    private void DoFirstGenerationStep(List <MazeCell> activeCells)
    {
        MazeCell newCell = CreateCell(RandomCoordinates, 0, cellPrefab);

        newCell.Initialize(0);
        activeCells.Add(newCell);
    }
    void CreatePassage(MazeCell thisCell, MazeCell thatCell, MazeDirection direction)
    {
        MazePassage prefab  = Random.value < doorProbabilty ? doorPrefab : passagePrefab;
        MazePassage passage = Instantiate(prefab) as MazePassage;

        passage.Initialize(thisCell, thatCell, direction);
        passage = Instantiate(prefab) as MazePassage;
        if (passage is MazeDoor)
        {
            thatCell.Initialize(CreateRoom(thisCell.room.roomID));
        }
        else
        {
            thatCell.Initialize(thisCell.room);
        }
        passage.Initialize(thatCell, thisCell, direction.GetOposite());
    }
Example #10
0
    private void CreatePassage(MazeCell c1, MazeCell c2, MazeDirection direction)
    {
        var passagePrefab = passageSelector.PickRandomPassage();
        var passage       = Instantiate <MazePassage>(passagePrefab);

        if (passage is MazeDoor)
        {
            c2.Initialize(CreateRoom());
        }
        else
        {
            c2.Initialize(c1.room);
        }
        passage.Initialize(c1, c2, direction);
        passage = Instantiate <MazePassage>(passagePrefab);
        passage.Initialize(c2, c1, direction.GetOpposite());
    }
Example #11
0
    private void CreatePassage(MazeCell cell, MazeCell otherCell, MazeDirection direction)
    {
        MazePassage prefab  = Random.value < doorProbability ? mazeDoorPrefab : passagePrefab;
        MazePassage passage = Instantiate(prefab) as MazePassage;

        passage.Initialize(cell, otherCell, direction);
        passage = Instantiate(prefab) as MazePassage;
        if (passage is MazeDoor)
        {
            otherCell.Initialize(CreateRoom(cell.room.settingsIndex));
        }
        else
        {
            otherCell.Initialize(cell.room);
        }
        passage.Initialize(otherCell, cell, direction.GetOpposite());
    }
Example #12
0
    void CreatePassageInSameRoom(MazeCell thisCell, MazeCell thatCell, MazeDirection direction)
    {
        MazePassage passage = Instantiate(passagePrefab) as MazePassage;

        passage.Initialize(thisCell, thatCell, direction);
        passage = Instantiate(passagePrefab) as MazePassage;
        thatCell.Initialize(thisCell.room);
    }
Example #13
0
    private void CreatePassage(MazeCell parentCell, MazeCell neighbourCell, MazeDirection direction)
    {
        MazePassage prefab  = Random.value < doorProbability ? doorPrefab : passagePrefab;
        MazePassage passage = Instantiate(prefab);

        passage.Initialize(parentCell, neighbourCell, direction);
        passage = Instantiate(prefab);
        if (passage is MazeDoor)
        {
            neighbourCell.Initialize(CreateRoom(parentCell.room.settingsIndex));
        }
        else
        {
            neighbourCell.Initialize(parentCell.room);
        }
        passage.Initialize(neighbourCell, parentCell, direction.GetOpposite());
    }
Example #14
0
    /// <summary>
    /// Set a random start point.
    /// </summary>
    /// <param name="activeCells">Active cells.</param>
    private void DoFirstGenerationStep(ICollection <MazeCell> activeCells)
    {
        // Declare variables.
        MazeCell newMazeCell = CreateMazeCell(RandomCoordinates);

        // Create a new room with first cell.
        newMazeCell.Initialize(CreateRoom(-1));
        activeCells.Add(newMazeCell);
    }
Example #15
0
 private void SetCellProperties(IntVector2 coordinates, MazeCell newCell)
 {
     cells [coordinates.x, coordinates.z] = newCell;
     newCell.coordinates             = coordinates;
     newCell.settingsIndex           = Random.Range(0, cellSettings.Length);
     newCell.name                    = "Maze Cell " + coordinates.x + ", " + coordinates.z;
     newCell.transform.parent        = transform;
     newCell.transform.localPosition = new Vector3(coordinates.x - size.x * 0.5f + 0.5f, 0f, coordinates.z - size.z * 0.5f + 0.5f);
     newCell.Initialize(cellSettings [newCell.settingsIndex]);
 }
Example #16
0
    private void CreatePassage(MazeCell cell, MazeCell otherCell, MazeDirection direction)
    {
        //Debug.Log("CreatePassage " + cell.name + ", " + otherCell.name + ", " + direction.ToString());
        MazePassage prefab  = (Random.value < doorProbability) ? doorPrefab : passagePrefab; // 0.1 = 10%
        MazePassage passage = Instantiate <MazePassage>(prefab);

        passage.Initialize(cell, otherCell, direction);
        passage = Instantiate <MazePassage>(prefab);   // is 2nd needed? if yes then set pos.z = 0.475

        if (passage is MazeDoor)
        {
            otherCell.Initialize(CreateRoom(cell.room.settingsIndex));
        }
        else
        {
            otherCell.Initialize(cell.room);
        }

        passage.Initialize(otherCell, cell, direction.GetOpposite());
    }
Example #17
0
    private void CreatePassage(MazeCell cell, MazeCell otherCell, MazeDirection direction)
    {
        bool createDoor = randomGenerator.NextDouble() < DoorProbability;

        if (createDoor)
        {
            MazePassage door = Instantiate(DoorPrefab) as MazePassage;
            door.Initialize(cell, otherCell, direction);
            MazePassage passage = Instantiate(PassagePrefab);
            passage.Initialize(otherCell, cell, direction.GetOpposite());
            otherCell.Initialize(CreateRoom(cell.Room.settingsIndex));
        }
        else
        {
            MazePassage passage = Instantiate(PassagePrefab) as MazePassage;
            passage.Initialize(cell, otherCell, direction);
            passage = Instantiate(PassagePrefab) as MazePassage;
            otherCell.Initialize(cell.Room);
            passage.Initialize(otherCell, cell, direction.GetOpposite());
        }
    }
Example #18
0
    private void CreatePassage(MazeCell cell, MazeCell otherCell, MazeDirection direction)
    {
        bool createDecor = Random.value < cell.room.settings.decorProbability ? true : false;

        if (otherCell.coordinates.x == playerCoordinates.x && otherCell.coordinates.z == playerCoordinates.z)
        {
            createDecor = false;
        }

        MazePassage prefab  = Random.value < doorProbability ? doorPrefab[Random.Range(0, doorPrefab.Length)] : passagePrefab;
        MazePassage passage = Instantiate(prefab, cell.transform.position, direction.ToRotation()) as MazePassage;

        passage.Initialize(cell, otherCell, direction);
        passage = Instantiate(prefab) as MazePassage;
        if (passage is MazeDoor)
        {
            otherCell.Initialize(CreateRoom(cell.room.settingsIndex), false, useShaderMaterials);
        }
        else
        {
            otherCell.Initialize(cell.room, createDecor, useShaderMaterials);
        }
        passage.Initialize(otherCell, cell, direction.GetOpposite());
    }
Example #19
0
    /// <summary>
    /// Simply instantiate their respective prefabs and initialize them, once for both cells.
    /// </summary>
    /// <param name="mazeCell">Current cell point.</param>
    /// <param name="otherMazeCell">Neighbour cell point.</param>
    /// <param name="mazeDirection">Direction of the passage.</param>
    private void CreatePassage(MazeCell mazeCell, MazeCell otherMazeCell, MazeDirection mazeDirection)
    {
        // Place a door or a passageway.
        MazePassage prefab  = Random.value < _mazeDoorProbability ? _mazeDoorPrefab : _mazePassagePrefab;
        MazePassage passage = Instantiate(prefab);

        passage.Initialize(mazeCell, otherMazeCell, mazeDirection);
        passage = Instantiate(prefab);

        // Check whether a door has been placed.
        // If so, the other cell is the first of a new room.
        // If not, it belongs to the same room as the previous cell.
        otherMazeCell.Initialize(passage is MazeDoor ? CreateRoom(mazeCell.Room.IndexOfSettings) : mazeCell.Room);

        passage.Initialize(otherMazeCell, mazeCell, mazeDirection.GetOpposite());
    }
Example #20
0
    public IEnumerator Generate(float generationRate)
    {
        WaitForSeconds delay = new WaitForSeconds(generationRate);

        cells = new MazeCell[size.x, size.y];
        List <MazeCell> activeCells = new List <MazeCell>();
        MazeCell        firstCell   = CreateCell(RandomCoordinates);

        firstCell.Initialize(CreateRoom(-1));
        activeCells.Add(firstCell);
        while (activeCells.Count > 0)
        {
            yield return(delay);

            ContinuousGeneration(activeCells);
        }
        //for (int i = 0; i < rooms.Count; i++)
        //	rooms [i].Hide ();
    }
Example #21
0
    // generate the whole maze
    public void StartMazeCreation()
    {
        cells = new MazeCell[size.x, size.z];
        // list of all the cells that are still not yet fully initialized
        List <MazeCell> uninitializedCells = new List <MazeCell>();
        MazeCell        newCell            = CreateCell(startPoint);

        newCell.Initialize(CreateRoom(-1));
        uninitializedCells.Add(newCell);
        while (uninitializedCells.Count > 0)
        {
            GenerateNextStep(uninitializedCells);
        }
        // completed maze
        CleanseWalls();
        CreatePuzzleRoom();

        Debug.Log("donemaze, " + rooms.Count);
        CreateExit();
    }
Example #22
0
    // make two cells have passages towards each other
    private void CreatePassage(MazeCell firstCell, MazeCell secondCell, MazeDirection direction)
    {
        // use perlin noise to calculate where arches should be
        float       generatedNoise = Mathf.PerlinNoise((firstCell.coordinates.x * secondCell.coordinates.x) / (float)mazeGenerationNumber, (firstCell.coordinates.z * secondCell.coordinates.z) / (float)mazeGenerationNumber);
        MazePassage prefabType;

        if (generatedNoise < 0.2)
        {
            prefabType = archPrefab;
        }
        else
        {
            prefabType = passagePrefab;
        }

        // instantiate it once for each cell
        MazePassage passage = Instantiate(prefabType) as MazePassage;

        passage.Initialize(firstCell, secondCell, direction);
        passage = Instantiate(prefabType) as MazePassage;
        // create passage between two rooms
        if (passage is MazeArch)
        {
            secondCell.Initialize(CreateRoom(firstCell.room.settingsIndex));
        }
        else
        {
            secondCell.Initialize(firstCell.room);
        }
        passage.Initialize(secondCell, firstCell, direction.GetOpposite());

        /*GameObject newPassage;
         * Vector3 newPassagePos = new Vector3(0, 0, 0);
         * Quaternion newPassageRot = new Quaternion(0f, 0f, 0f, 0f);
         * if (generatedNoise < 0.2){
         *      newPassage = (GameObject) PhotonNetwork.Instantiate("Archway", newPassagePos, newPassageRot, 0);
         * }
         * else{
         *      newPassage = (GameObject) PhotonNetwork.Instantiate("MazePassage", newPassagePos, newPassageRot, 0);
         * }
         * MazePassage passage = newPassage.GetComponent<MazePassage>();
         * passage.Initialize(firstCell, secondCell, direction);
         *
         * if (generatedNoise < 0.2){
         *      newPassage = (GameObject) PhotonNetwork.Instantiate("Archway", newPassagePos, newPassageRot, 0);
         * }
         * else{
         *      newPassage = (GameObject) PhotonNetwork.Instantiate("MazePassage", newPassagePos, newPassageRot, 0);
         * }
         *
         * passage = newPassage.GetComponent<MazePassage>();
         * // create passage between two rooms
         * if (passage is MazeArch){
         *      secondCell.Initialize(CreateRoom(firstCell.room.settingsIndex));
         * }
         * else{
         *      secondCell.Initialize(firstCell.room);
         * }
         *
         * passage.Initialize(secondCell, firstCell, direction.GetOpposite());*/
    }
	private void DifferentRoomAction (MazeCell cell, MazeCell otherCell, MazePassage passage) {
		if (passage is MazeDoor)
			otherCell.Initialize (CreateRoom (cell.room.settingsIndex));
		else 
			otherCell.Initialize (cell.room);
	}
Example #24
0
    private void CreatePassage(
        List <MazeCell> activeCells,
        MazeCell cell,
        MazeCell otherCell,
        MazeDirection direction)
    {                                       // Create one of the possible passable edges from one a cell in one
        // room to a cell in another.
        MazePassage prefab = passagePrefab; // generic passage

        if (cell.altitude == 0 &&
            Random.value < doorProbability)
        {
            // Possibly make a door from one room to the next
            prefab = doorPrefab;

            if (Random.value < doorProbability &&
                CanCreateStairs(cell, otherCell, direction))
            {
                // Instead of a door, let's try to make stairs. Stiars occupy
                // both cell and other cell and enforce constraints on
                // a low landing cell at the base of the stairs and a
                // high landing cell at the top of the stairs.
                prefab = passagePrefab;                 // Not a door after all!

                cell.accessory                         = Instantiate(stairsPrefab) as MazeCellAccessory;
                cell.accessory.cell                    = cell;
                cell.accessory.transform.parent        = cell.transform;
                cell.accessory.transform.localPosition = Vector3.zero;
                cell.accessory.transform.localRotation = direction.ToRotation();

                otherCell.Initialize(cell.GetRoomNumber());

                IntVector2 highLandingCoordinates = otherCell.coordinates +
                                                    direction.ToIntVector2();
                MazeCell highLandingCell = CreateCell(
                    highLandingCoordinates, 1, cellPrefab);
                activeCells.Add(highLandingCell);
                highLandingCell.Initialize(otherCell.GetRoomNumber() + 1);

                MazePassage landingPassage = Instantiate(prefab) as MazePassage;
                landingPassage.Initialize(otherCell, highLandingCell, direction);

                GameObject newColumn = Instantiate(columnPrefab) as GameObject;
                newColumn.transform.parent        = otherCell.transform;
                newColumn.transform.localPosition = Vector3.zero;
                newColumn.transform.localRotation = direction.ToRotation();

                if (null != railingColumnPrefab)
                {
                    GameObject newRailingColumn = Instantiate(railingColumnPrefab) as GameObject;
                    newRailingColumn.transform.parent        = highLandingCell.transform;
                    newRailingColumn.transform.localPosition = Vector3.zero;
                    newRailingColumn.transform.localRotation = direction.ToRotation();
                }
            }
            else
            {
                // Doors alsways change room numbers
                otherCell.Initialize(cell.GetRoomNumber() + 1);
            }
        }
        else
        {
            // This passage is neither door nor stair
            otherCell.Initialize(cell.GetRoomNumber());
            otherCell.altitude = cell.altitude;
            otherCell.transform.localPosition = new Vector3(otherCell.transform.localPosition.x,
                                                            otherCell.transform.localPosition.y + otherCell.altitude * 1.078f,
                                                            otherCell.transform.localPosition.z);
        }

        MazePassage passage = Instantiate(prefab) as MazePassage;

        passage.Initialize(cell, otherCell, direction);
    }