Example #1
0
        public void Generate()
        {
            character.characterName.text   = nameGenerator.fullName;
            character.hairRenderer.sprite  = hairSprites.GetRandom();
            character.bodyRenderer.sprite  = bodySprites.GetRandom();
            character.headRenderer.sprite  = headSprites.GetRandom();
            character.chestRenderer.sprite = chestSprites.GetRandom();
            character.legsRenderer.sprite  = legsSprites.GetRandom();
            character.feetRenderer.sprite  = feetSprites.GetRandom();

            if (RandomE.Chance(0.3f))
            {
                character.weaponRenderer.enabled = true;
                character.weaponRenderer.sprite  = weaponSprites.GetRandom();

                if (RandomE.Chance(0.3f))
                {
                    character.shieldRenderer.enabled = true;
                    character.shieldRenderer.sprite  = shieldSprites.GetRandom();
                }
                else
                {
                    character.shieldRenderer.enabled = false;
                }
            }
            else
            {
                character.weaponRenderer.enabled = false;
                character.shieldRenderer.enabled = false;
            }
        }
        public static MeshDraft Armrests0(float seatWidth, float seatDepth, Vector3 backCenter, float backHeight,
                                          float legWidth)
        {
            var   draft         = new MeshDraft();
            float armrestHeight = RandomE.Range(backHeight / 4, backHeight * 3 / 4, 3);
            float armrestLength = seatDepth - legWidth;

            Vector3 corner = backCenter + Vector3.left * (seatWidth / 2 - legWidth / 2) + Vector3.back * legWidth / 2;

            float offset = 0;

            if (RandomE.Chance(0.5f))
            {
                offset = RandomE.Range(legWidth / 2, legWidth, 2);
            }
            Vector3 v0 = corner + Vector3.back * (armrestLength - legWidth / 2);
            Vector3 v1 = v0 + Vector3.up * (armrestHeight - legWidth / 2);
            Vector3 v2 = corner + Vector3.up * armrestHeight;
            Vector3 v3 = v2 + Vector3.back * (armrestLength + offset);

            var armrest = ChairGenerator.BeamDraft(v0, v1, legWidth);

            armrest.Add(ChairGenerator.BeamDraft(v2, v3, legWidth));
            draft.Add(armrest);
            armrest.Move(Vector3.right * (seatWidth - legWidth));
            draft.Add(armrest);
            return(draft);
        }
        private MeshDraft Armrests1(Vector3 seatDimensions, Vector3 backCenter, float backHeight, float legWidth)
        {
            var   draft         = new MeshDraft();
            float armrestHeight = RandomE.Range(backHeight / 4, backHeight * 3 / 4, 3);
            float armrestLength = RandomE.Range(seatDimensions.z * 3 / 4, seatDimensions.z, 2);

            legWidth = RandomE.Range(legWidth * 3 / 4, legWidth, 2);

            var corner = backCenter + Vector3.left * (seatDimensions.x / 2 + legWidth / 2) +
                         Vector3.forward * legWidth / 2;

            float offset = 0;

            if (RandomE.Chance(0.5f))
            {
                offset = RandomE.Range(armrestLength / 4, armrestLength / 2, 2) - legWidth / 2;
            }
            var v0 = corner + Vector3.back * (armrestLength - legWidth / 2 - offset) + Vector3.down * legWidth;
            var v1 = v0 + Vector3.up * (armrestHeight + legWidth / 2);
            var v2 = corner + Vector3.up * armrestHeight;
            var v3 = v2 + Vector3.back * armrestLength;

            var armrest = BeamDraft(v0, v1, legWidth);

            armrest.Add(BeamDraft(v2, v3, legWidth));
            draft.Add(armrest);
            armrest.Move(Vector3.right * (seatDimensions.x + legWidth));
            draft.Add(armrest);
            return(draft);
        }
Example #4
0
        private MeshDraft KhrushchyovkaDraft()
        {
            float width      = Random.Range(widthLB, widthUB);
            float length     = Random.Range(lengthLB, lengthUB);
            int   floorCount = Random.Range(floorCountLB, floorCountUB);

            var   hasAttic = RandomE.Chance(0.5f);
            float height   = FloorHeight * floorCount + SocleHeight + (hasAttic ? AtticHeight : 0);

            var draft = new MeshDraft {
                name = "Khrushchyovka"
            };
            var corners = new Vector3[]
            {
                Vector3.left *length / 2 + Vector3.back *width / 2,
                Vector3.right *length / 2 + Vector3.back *width / 2,
                Vector3.right *length / 2 + Vector3.forward *width / 2,
                Vector3.left *length / 2 + Vector3.forward *width / 2
            };

            commonPanelConstructors[PanelType.Entrance]     = panelConstructors[PanelType.Entrance].GetRandom();
            commonPanelConstructors[PanelType.EntranceWall] = panelConstructors[PanelType.EntranceWall].GetRandom();

            wallColor = RandomE.colorHSV.WithA(0);

            var facadePlan0 = FacadeGenerator(length, floorCount, hasAttic, true, true);

            draft.Add(Facade(corners[0], Vector3.right, facadePlan0));
            var facadePlan1 = FacadeGenerator(width, floorCount, hasAttic);

            draft.Add(Facade(corners[1], Vector3.forward, facadePlan1));
            var facadePlan2 = FacadeGenerator(length, floorCount, hasAttic, false, true);

            draft.Add(Facade(corners[2], Vector3.left, facadePlan2));
            var facadePlan3 = FacadeGenerator(width, floorCount, hasAttic);

            draft.Add(Facade(corners[3], Vector3.back, facadePlan3));

            draft.Add(Roof(corners[0], corners[1], corners[2], corners[3], Vector3.up * height));

            var basement = MeshE.QuadDraft(corners[0], corners[1], corners[2], corners[3]);

            basement.Paint(roofColor);
            draft.Add(basement);

            return(draft);
        }
Example #5
0
        private ILayout PlanEntranceFacade(float facadeWidth, int floors, float entranceInterval, bool hasAttic, bool leftIsConvex,
                                           bool rightIsConvex)
        {
            float            remainder;
            List <PanelSize> panelSizes   = DivideFacade(facadeWidth, leftIsConvex, rightIsConvex, out remainder);
            bool             hasBalconies = RandomE.Chance(0.5f);

            commonConstructors[PanelType.Entrance]       = constructors[PanelType.Entrance].GetRandom();
            commonConstructors[PanelType.EntranceWindow] = constructors[PanelType.EntranceWindow].GetRandom();
            commonConstructors[PanelType.Wall]           = constructors[PanelType.Wall].GetRandom();

            var horizontal = new HorizontalLayout();

            bool hasRemainder = remainder > Geometry.Epsilon;

            if (hasRemainder)
            {
                horizontal.Add(CreateBufferWallVertical(remainder / 2, floors, hasAttic));
            }

            int entranceCount         = Mathf.Max(Mathf.FloorToInt(facadeWidth / entranceInterval) - 1, 1);
            int entranceIndexInterval = (panelSizes.Count - entranceCount) / (entranceCount + 1);

            int lastEntranceIndex = -1;

            for (int i = 0; i < entranceCount; i++)
            {
                int entranceIndex = (i + 1) * entranceIndexInterval + i;

                horizontal.Add(CreateNormalFacadeVertical(panelSizes, lastEntranceIndex + 1, entranceIndex, floors, hasAttic, hasBalconies));

                horizontal.Add(CreateEntranceVertical(sizeValues[panelSizes[entranceIndex]], floors, hasAttic));

                if (i == entranceCount - 1)
                {
                    horizontal.Add(CreateNormalFacadeVertical(panelSizes, entranceIndex + 1, panelSizes.Count, floors, hasAttic, hasBalconies));
                }

                lastEntranceIndex = entranceIndex;
            }
            if (hasRemainder)
            {
                horizontal.Add(CreateBufferWallVertical(remainder / 2, floors, hasAttic));
            }
            return(horizontal);
        }
Example #6
0
        private IEnumerator GenerateCoroutine()
        {
            texture = new Texture2D(mazeWidth, mazeHeight, TextureFormat.ARGB32, false, true)
            {
                filterMode = FilterMode.Point
            };
            cellWidth  = (mazeWidth - cellWallSize) / (cellSize + cellWallSize);
            cellHeight = (mazeHeight - cellWallSize) / (cellSize + cellWallSize);
            maze       = new Maze(cellWidth, cellHeight);

            var origin = new Cell {
                x = Random.Range(0, cellWidth), y = Random.Range(0, cellHeight)
            };

            maze[origin] = Directions.None;
            edges        = new List <Edge>(maze.GetEdges(origin));

            texture.Clear(Color.black);
            yield return(null);

            switch (mazeAlgorithm)
            {
            case MazeAlgorithm.None:
                if (RandomE.Chance(0.5f))
                {
                    yield return(StartCoroutine(RandomTraversal()));
                }
                else
                {
                    yield return(StartCoroutine(RandomDepthFirstTraversal()));
                }
                break;

            case MazeAlgorithm.RandomTraversal:
                yield return(StartCoroutine(RandomTraversal()));

                break;

            case MazeAlgorithm.RandomDepthFirstTraversal:
                yield return(StartCoroutine(RandomDepthFirstTraversal()));

                break;
            }

            texture.Apply();
        }
Example #7
0
        public CompoundMeshDraft Generate(Config config)
        {
            Assert.IsTrue(config.width > 0);
            Assert.IsTrue(config.length > 0);
            Assert.IsTrue(config.floors > 0);
            Assert.IsTrue(config.entranceInterval > 0);

            InitializeConstructors(config.palette);

            var foundationPolygon = new List <Vector2>
            {
                Vector2.left *config.length / 2 + Vector2.down *config.width / 2,
                Vector2.right *config.length / 2 + Vector2.down *config.width / 2,
                Vector2.right *config.length / 2 + Vector2.up *config.width / 2,
                Vector2.left *config.length / 2 + Vector2.up *config.width / 2
            };

            commonConstructors[PanelType.Entrance]       = constructors[PanelType.Entrance].GetRandom();
            commonConstructors[PanelType.EntranceWindow] = constructors[PanelType.EntranceWindow].GetRandom();

            var facadeLayouts = new List <FacadeLayout>();

            for (int i = 0; i < foundationPolygon.Count; i++)
            {
                Vector2 a = foundationPolygon[i];
                Vector2 b = foundationPolygon.GetLooped(i + 1);
                float?  entranceInterval = i == 0 ? config.entranceInterval : (float?)null;
                bool    hasBalconies     = RandomE.Chance(0.5f);
                facadeLayouts.Add(GenerateFacade(a, b, config.floors, hasBalconies, config.hasAttic, entranceInterval));
            }

            float facadeHeight = floorHeight * config.floors + socleHeight + (config.hasAttic ? atticHeight : 0);

            var compoundDraft = GenerateFacadesCompoundMeshDraft(foundationPolygon, facadeLayouts);

            var roofDraft = RoofGenerator.Generate(foundationPolygon, facadeHeight, config.roofConfig)
                            .Paint(config.palette.roofColor);

            compoundDraft.Add(roofDraft);
            compoundDraft.MergeDraftsWithTheSameName();
            compoundDraft.SortDraftsByName();
            compoundDraft.name = "Building";

            return(compoundDraft);
        }
        private ILayout PlanNormalFacade(float facadeWidth, int floors, bool hasAttic, bool leftIsConvex, bool rightIsConvex)
        {
            List <PanelSize> panelSizes   = DivideFacade(facadeWidth, leftIsConvex, rightIsConvex, out float remainder);
            bool             hasBalconies = RandomE.Chance(0.5f);

            var vertical = CreateNormalFacadeVertical(panelSizes, 0, panelSizes.Count, floors, hasAttic, hasBalconies);

            if (remainder > Geometry.Epsilon)
            {
                return(new HorizontalLayout
                {
                    CreateBufferWallVertical(remainder / 2, floors, hasAttic),
                    vertical,
                    CreateBufferWallVertical(remainder / 2, floors, hasAttic)
                });
            }
            return(vertical);
        }
Example #9
0
        private List <FloorPlan> FacadeGenerator(float width, int floorCount, bool hasAttic, bool hasEntrances = false,
                                                 bool longFacade = false)
        {
            var panelSizes = PanelSizes(width);
            int panelCount = panelSizes.Count;

            var floors        = new List <FloorPlan>(floorCount + 1);
            int entrances     = (int)(width / 10 - 1);
            var entranceCount = 1;
            var entranceIndex = panelCount * entranceCount / (entrances + 1);

            for (var i = 0; i < floorCount + 1; i++)
            {
                var floorPlan = new FloorPlan {
                    height = i == 0 ? SocleHeight : FloorHeight
                };
                floors.Add(floorPlan);

                for (var j = 0; j < panelCount; j++)
                {
                    if (i == 0)
                    {
                        if (hasEntrances && j == entranceIndex && entranceCount <= entrances)
                        {
                            floorPlan.panels.Add(new Panel
                            {
                                type   = PanelType.Entrance,
                                size   = panelSizes[j],
                                height = FloorHeight
                            });
                            entranceCount++;
                            entranceIndex = panelCount * entranceCount / (entrances + 1);
                        }
                        else
                        {
                            floorPlan.panels.Add(new Panel
                            {
                                type   = PanelType.Socle,
                                size   = panelSizes[j],
                                height = SocleHeight
                            });
                        }
                    }
                    else if (i == 1)
                    {
                        if (floors[0].panels[j].type == PanelType.Entrance)
                        {
                            floorPlan.panels.Add(new Panel
                            {
                                type         = PanelType.EntranceWall,
                                size         = panelSizes[j],
                                height       = FloorHeight,
                                heightOffset = FloorHeight - SocleHeight
                            });
                        }
                        else if (longFacade)
                        {
                            floorPlan.panels.Add(new Panel
                            {
                                type   = PanelType.Window,
                                size   = panelSizes[j],
                                height = FloorHeight
                            });
                        }
                        else
                        {
                            floorPlan.panels.Add(new Panel
                            {
                                type   = PanelType.Wall,
                                size   = panelSizes[j],
                                height = FloorHeight
                            });
                        }
                    }
                    else
                    {
                        floorPlan.panels.Add(new Panel(floors[i - 1].panels[j]));
                    }

                    if (i == floorCount && (floors[i - 1].panels[j].type == PanelType.Entrance ||
                                            floors[i - 1].panels[j].type == PanelType.EntranceWall))
                    {
                        floorPlan.panels[j].type         = PanelType.EntranceWallLast;
                        floorPlan.panels[j].height       = SocleHeight;
                        floorPlan.panels[j].heightOffset = FloorHeight - SocleHeight;
                    }
                }

                if (i == 1 && !longFacade)
                {
                    for (int j = 0; j <= panelCount / 2; j++)
                    {
                        if (j != 0 && j != panelCount - 1 && RandomE.Chance(0.5f))
                        {
                            floorPlan.panels[j].type = PanelType.Window;
                            floorPlan.panels[panelCount - 1 - j].type = PanelType.Window;
                        }
                    }
                }

                if (i == 2)
                {
                    for (int j = 0; j <= panelCount / 2; j++)
                    {
                        if (floorPlan.panels[j].type == PanelType.Window &&
                            floorPlan.panels[panelCount - 1 - j].type == PanelType.Window && RandomE.Chance(0.5f))
                        {
                            floorPlan.panels[j].type = PanelType.Balcony;
                            floorPlan.panels[panelCount - 1 - j].type = PanelType.Balcony;
                        }
                    }
                }
            }

            if (hasAttic)
            {
                var floorPlan = new FloorPlan {
                    height = AtticHeight
                };
                floors.Add(floorPlan);

                for (var i = 0; i < panelCount; i++)
                {
                    floorPlan.panels.Add(new Panel
                    {
                        type   = PanelType.Attic,
                        size   = panelSizes[i],
                        height = AtticHeight
                    });
                }
            }

            return(floors);
        }
Example #10
0
        private static List <FloorPlan> FacadeGenerator(float width, int floorCount, bool hasAttic,
                                                        bool hasEntrances = false,
                                                        bool longFacade   = false)
        {
            List <PanelSize> panelSizes = SplitWallIntoPanels(width);
            int panelCount = panelSizes.Count;

            var floors        = new List <FloorPlan>(floorCount + 1);
            int entrances     = (int)(width / 10 - 1);
            int entranceCount = 1;
            int entranceIndex = panelCount * entranceCount / (entrances + 1);

            for (var i = 0; i < floorCount + 1; i++)
            {
                var floorPlan = new FloorPlan {
                    height = i == 0 ? SocleHeight : FloorHeight
                };
                floors.Add(floorPlan);

                for (var j = 0; j < panelCount; j++)
                {
                    // On socle floor we have entrances and socle panels
                    if (i == 0)
                    {
                        if (hasEntrances && j == entranceIndex && entranceCount <= entrances)
                        {
                            floorPlan.panels.Add(new Panel
                            {
                                type   = PanelType.Entrance,
                                size   = panelSizes[j],
                                height = FloorHeight
                            });
                            entranceCount++;
                            entranceIndex = panelCount * entranceCount / (entrances + 1);
                        }
                        else
                        {
                            floorPlan.panels.Add(new Panel
                            {
                                type   = PanelType.Socle,
                                size   = panelSizes[j],
                                height = SocleHeight
                            });
                        }
                    }
                    // On first floor we decorate entrances with entrance walls,
                    // place windows on long facades and regular walls on short facades
                    else if (i == 1)
                    {
                        if (floors[0].panels[j].type == PanelType.Entrance)
                        {
                            floorPlan.panels.Add(new Panel
                            {
                                type         = PanelType.EntranceWall,
                                size         = panelSizes[j],
                                height       = FloorHeight,
                                heightOffset = FloorHeight - SocleHeight
                            });
                        }
                        else if (longFacade)
                        {
                            floorPlan.panels.Add(new Panel
                            {
                                type   = PanelType.Window,
                                size   = panelSizes[j],
                                height = FloorHeight
                            });
                        }
                        else
                        {
                            floorPlan.panels.Add(new Panel
                            {
                                type   = PanelType.Wall,
                                size   = panelSizes[j],
                                height = FloorHeight
                            });
                        }
                    }
                    // On second floor and upper we repeat layout of the first floor
                    else
                    {
                        floorPlan.panels.Add(new Panel(floors[i - 1].panels[j]));
                    }

                    // Entrance-type panel on the last floor should have special model
                    if (i == floorCount && (floors[i - 1].panels[j].type == PanelType.Entrance ||
                                            floors[i - 1].panels[j].type == PanelType.EntranceWall))
                    {
                        floorPlan.panels[j].type         = PanelType.EntranceWallLast;
                        floorPlan.panels[j].height       = SocleHeight;
                        floorPlan.panels[j].heightOffset = FloorHeight - SocleHeight;
                    }
                }

                // Short facade can have windows, but their positions should have horizontal symmetry
                if (i == 1 && !longFacade)
                {
                    // Iterate from corner to center of facade and replace walls with windows
                    for (int j = 0; j <= panelCount / 2; j++)
                    {
                        if (j != 0 && j != panelCount - 1 && RandomE.Chance(0.5f))
                        {
                            floorPlan.panels[j].type = PanelType.Window;
                            floorPlan.panels[panelCount - 1 - j].type = PanelType.Window;
                        }
                    }
                }

                // Symmetrically replace windows with balconies
                if (i == 2)
                {
                    for (int j = 0; j <= panelCount / 2; j++)
                    {
                        if (floorPlan.panels[j].type == PanelType.Window &&
                            floorPlan.panels[panelCount - 1 - j].type == PanelType.Window && RandomE.Chance(0.5f))
                        {
                            floorPlan.panels[j].type = PanelType.Balcony;
                            floorPlan.panels[panelCount - 1 - j].type = PanelType.Balcony;
                        }
                    }
                }
            }

            // Attach attic on top
            if (hasAttic)
            {
                var floorPlan = new FloorPlan {
                    height = AtticHeight
                };
                floors.Add(floorPlan);

                for (var i = 0; i < panelCount; i++)
                {
                    floorPlan.panels.Add(new Panel
                    {
                        type   = PanelType.Attic,
                        size   = panelSizes[i],
                        height = AtticHeight
                    });
                }
            }

            return(floors);
        }
        private MeshDraft Chair()
        {
            var legWidth       = Random.Range(legWidthLB, legWidthUB);
            var legHeight      = Random.Range(legHeightLB, legHeightUB);
            var seatDimensions = RandomE.Range(seatLB, seatUB);
            var backHeight     = Random.Range(backHeightLB, backHeightUB);

            var chair = new MeshDraft {
                name = "Chair"
            };

            var right   = Vector3.right * (seatDimensions.x - legWidth) / 2;
            var forward = Vector3.forward * (seatDimensions.z - legWidth) / 2;

            var legCenters = new Vector3[]
            {
                -right - forward,
                right - forward,
                right + forward,
                -right + forward
            };

            chair.Add(Leg0(legCenters[0], legWidth, legHeight));
            chair.Add(Leg0(legCenters[1], legWidth, legHeight));
            chair.Add(Leg0(legCenters[2], legWidth, legHeight));
            chair.Add(Leg0(legCenters[3], legWidth, legHeight));

            if (RandomE.Chance(0.3f))
            {
                var stretcherFunc = new Func <Vector3[], float, float, MeshDraft>[]
                {
                    XStretchers,
                    HStretchers,
                    BoxStretchers
                }.Choice();
                chair.Add(stretcherFunc(legCenters, legWidth, legHeight));
            }

            chair.Add(Seat0(Vector3.up * legHeight, seatDimensions.x, seatDimensions.z, seatDimensions.y));

            var backFunc = new Func <Vector3, float, float, float, MeshDraft>[]
            {
                Back0,
                Back1,
                RodBack
            }.Choice();
            var backCenter = Vector3.up * (legHeight + seatDimensions.y) + Vector3.forward * (seatDimensions.z - legWidth) / 2;

            chair.Add(backFunc(backCenter, seatDimensions.x, legWidth, backHeight));

            if (RandomE.Chance(0.3f))
            {
                var armrestsFunc = new Func <Vector3, Vector3, float, float, MeshDraft>[]
                {
                    Armrests0,
                    Armrests1
                }.Choice();
                chair.Add(armrestsFunc(seatDimensions, backCenter, backHeight, legWidth));
            }

            chair.Paint(RandomE.colorHSV);

            return(chair);
        }